Player activity not getting dispatchGenericMotionEvent() anymore

Just upgraded to 4.3.4 from something like 4.2.0 or 4.2.2. My player activity that extends UnityPlayerActivity depends on having its dispatchGenericMotionEvent(…) method called so it can filter and translate events from a custom input device.

With 4.3.4, my activity no longer gets that call. It worked great in 4.2.x. Scanning the release logs, I see
http://unity3d.com/unity/whats-new/unity-4.3.3
“Android: fixed issues when the input was processed in cases it shouldn’t”

Maybe that’s my smoking gun, so I’m going to regress and see, but while my 850ish MB downloads are going, I figure I’d post here and see if anyone has tips or a workaround. Oh - and curious note: If I derive my activity from the usual android Activity, the calls to dispatchGenericMotionEvent() come back. It’s only when I extend UnityPlayerActivity and call its super(onCreate(…)) that my activity no longer gets a shot at the dispatch.

Thanks.

Update: the change happened between 4.2.2 and 4.3.0. My approach with 4.2.2 works great. Not so with 4.3.0 where the unity player native activity seems to stop events before they get to the java activity’s dispatchGenericMotionEvent().

Maybe I’m destined to learn about the unity InputManager.

Hello ether, did you find a solution to your problem.
I try to receive event from a custom device, under android, using generic motion even and I did not figure how to achieve it.

I try to set listener on the unity player view, to override dispatchGenericMotionEvent on the unity player activity, … but I still receive nothing.

Any help is welcome.

In fact it seems it is working for me,
dispatchGenericMotionEvent receive event from the mouse so it should receive event from my custom device.

In fact it is not working. I receive event from the mouse during the unityplayer start but once it is running I no longer receive event from the mouse.