PlayerInput component is causing Event System and modules to not function

As the title says, I have an issue with the PlayerInput component and using an Event System for UI elements.

Things I have attempted as a fix-

  • Switching Input action assets

  • Destroying event system and making a new one

  • Starting the game with PlayerInput disabled then enable it, and vice versa with Event system

  • Updating the Input package (1.3 → latest release)

  • Updating Unity (2020 → 2023)

  • Triple checking that my input module has all events selected and filled out.

For some reason, the only way I can interact with UI is to have PlayerInput disabled. I’ve tried searching this issue and can’t seem to find anyone who has fixed the issue. Only work arounds such as disable PlayerInput and enable it when you need. Which could work for my current project but who’s to say that could work for a future project.

Just looking to see if anyone else has experienced this recently and what could be causing the issue.

For anyone else who comes across this in the future, it was because control scheme selection doesn’t copy over when copying action maps.

I took the UI selection front the default assets, but it never selected the control scheme for each keyboard and mouse input. After selecting everything, it works fine.

Not sure why disabling and enabling PlayerInput affects this, but I hope whoever comes across this in a future search is helped by this.

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I found out the reason behind not copying KeyboardMouse settings: because in the DefaultInputActions, this is called “Keyboard&Mouse”, and when we create a new InputAction asset, it’s called “KeyboardMouse”. Yes, it is just the differente of the “&” symbol :sweat_smile:

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Something so small and I never noticed it.

Thanks for shedding some light on it!

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Happy to help! :smile:

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