Problems with Remote Desktop?

I started integrating the WebRTC package including new input system last months on a PC at the the customer site. Now I wanted to continue via remote desktop and ran into problems with mouse UI input when working remote.
The problem occurs in Unity editor and when using the Windows build. If I copy the same exe on my local PC, it works as expected. Mouse shows up in Input Debug view and events are fired. Even more confusing: Remote Input (similar to RemoteInput.cs from UnityRenderStreaming) works fine.

Are there any known issues?
I am using the stable branches of InputSystem, WebRTC and some code from UnityRenderStreaming on Unity 2019.1.12. Player settings / Active Input Handling is configured to use both but this does not affect the outcome. If I switching back to legacy input by using StandAloneInputModule the app works again without problems, but this won’t work for web streaming.
BTW: The UnityRenderSteaming sample project (modified) shows the same effects.

Have this problem in editor too when trying my games over remote desktop it does not respond to input on anything using the new input system

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I found out that some parts of the input like for example click and mouse button down are detected and processed, but the mouse position is always (0; 0). If a button stays at tthe bottom left corner, it receives the click event.

Even more strange: I saw that the mouse position is set correctly when I scroll using the mouse wheel. Then the mouse position stays on this position until the scroll wheel is active again at another position. Combining both scrolling and moving seems to work as well.
In my tests I connected a Mac to a Windows 10 host with MS Remote Desktop and Jump Desktop. Another test from Windows 10 to Windows 10 showed the same behaviour. Thus the RDP client is not to blame.

I have this problem too! I can’t use 2019.3f builds in remote desktop :frowning:
In editor works fine for me, but anything built doesnt response to mouse. Keyboard works fine

Setup Autohotkey

Here’s the script, you press F8 and it clicks like the hardware mouse. I can finally “use” my UI…

F8::
    While GetKeyState("F8", "P"){
        Click
        Sleep 50 ;  milliseconds
    }
return

Mouse problems on Windows with RDP connections is a known issue.

My guess is it’s coming from the fact we switched entirely to RawInput for mouse input. The old input system has mixed mouse event handling where part of mouse input is picked up from WM_ messages and part of it is picked up through RawInput. At least that’s my explanation so far but we haven’t yet dug deeper into it. It’s on the list but may or may not happen for 1.0.

Thanks for your reply. I currently have implemented a somewaht hacky workaround by using both input systems in parallel. While any streaming client is active I switch to the new input system and have event listener polling for a predefined hotkey of the local Keyboard to switch back to legacy input system.
Anyway it would be cool if this were fixed one day.

We have a (native-side) fix in the landing pattern. It’s making its way through the pipes and is expected to hit 2019.3 and 2020.1.

Turns out the problem actually was that we only responded to relative mouse input from RawInput whereas with RDP connections, you get absolute mouse input. Easy fix.

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Is this fixed in 2019.3? I had a problem with mouse (virtual/absolute input) when I use remote desktop (Mac, remote desktop client: AnyDesk, NoMachine) access in 2018.1, 2019.1 and I just downloaded 2019.3 and I face the same problem. My problem is that when I try to move the objects in Scene View or Inspector by dragging the mouse (in Editor), nothing happens. Neither I can rotate/pan the scene view camera because mouse input is not recognised. Mouse click is fine, it is just the delta of mouse input that are not recognised… (known issue for several years without solution)

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What version of 2019.3 do you have? The fix is in 2019.3.6f1

Unfortunately,I face the same problem both in 2019.3.6f1 and 2019.3.5f1… it’s installed on Mac Mojave 10.14.6 and I am connecting it via NoMachine. I don’t think it’s the problem of remote client (same problem with AnyDesk)

Is there any way of rotating the scene view camera with keyboards or script (that doesn’t require Mouse delta)? Panning can be done with arrow key, but I can’t find a way to orbit the scene view…

I dont think the fix will work for you here. It was a fix for Windows only. Could you file a bug report so we can investigate this please?

I can confirm I am facing the same issues: mouse not responding inside the scene view, in Unity 2019.3.7f1 installation on OSX Catalina, over a TeamViewer connection from a Windows machine

Is there an issue set up so I can upvote?

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Having an issue that seems related, but unfortunately is being difficult to reproduce. After upgrading, I’m noticing that when using Parsec or Steam Remote Play Together, the mouse does not behave correctly. I’ll have to take a video next time, but it sort of looks like the mouse position is being reported incorrectly.

We did not have this issue until we updated our project from 2019.1.2f1 to 2019.3.6f1, and the InputSystem from preview-3 to preview-6. Did that fix ever make it through @Rene-Damm ? Just wondering if there’s anything we can do, since my team is using Remote Play Together/Parsec to test during Covid stuff.

I’ll post an update when it happens again.

I’m using Win10 over RDC and still no mouse rotation on Unity 2019.3.8f1.

Connecting with RDP from Windows 10 (where I build the game) to an AWS NVIDIA Gaming PC g4 instance running Windows Server 2019 where I have to run the game, still no mouse rotation, Unity 2019.3.8f1, standard Windows RDP client.

What do you mean by mouse rotation?
We detect the mouse cursor when in RDP. Are you referring to the mouse wheel?

Please file a bug report so we can investigate.

Oh, I apologize, I did not say exactly what am I doing, but it’s simple: I am unable to rotate the camera with the FreeCamera.cs script on it. The FreeCamera script comes from the “Core RP Library” package, and I’m using the latest version of it (version 7.3.1). Probably I could implement a workaround with custom input, like people are suggesting here, but the default script provided by Unity for rotating the camera does not work. But since the issue is said to be already fixed, I am not sure how this can be happening?

I can file a bug report a bit later, if needed.

Does it work when you use it locally? I suspect it’s an issue with the script.