Hello,
Unity 2019.1.8f1
InputSystem preview-0.2.10
I have a game I’m currently developing, and testing the new Input sytem feature which is really great.
In this game, I have a online lobby. In this lobby, the local player is considered as a single player for the playerInput component.
I would like my player to switch the device as he want to interact with the game.
The control scheme switch automatically when the player change the device used. That suit the needs.
However, in my playerInput component, I have a default action map.
When the control scheme switch occured, my bindings of my actions is completely lost and the default action map is not the excepted one.
My action map
Player input prefab
Screenshots of my Input debugger :
Default state when I launch the scene
State after I change my device
Test again when, after change device, I manually reset the default action map
(on the script that contain the playerinput component)
```csharp
**void OnInputUserChanged(InputUser user, InputUserChange change, InputDevice device)
{
if (user != PlayerInput.user || change != InputUserChange.ControlSchemeChanged)
return;
if (Debug.isDebugBuild)
Debug.Log("[AvatarLobby.OnInputUserChanged] Switch current action map to the default one excepted");
PlayerInput.SwitchCurrentActionMap(PlayerInput.defaultActionMap);
PlayerInput.PassivateInput();
PlayerInput.ActivateInput();
}**
```
===================
This is a bug ? There is a workaround for this situation ?
Many thanks.
Best regards.