What’s the platform you’re on? When you connect to the device in the input debugger (Window >> Analysis >> Input Debugger; Remote Devices), do the sensors show in the list of devices for the player?
If the devices are present in the player and enabling them has no effect and there’s no input on them even though there should be, could be a bug. In that case, please file a ticket through the Unity bug reporter.
i’m on Mac and got it figured out…
well don’t understand why the Unity Dev’s always support Android more than iOS???
can someone tell me why the ProximitySensor and many others still don’t work on iOS ???
i really don’t like the arrogance of some unity dev’s… time again to kick them out!
we pay you to do your job and not to push the people in some direction you always do…
like the VR rush… and what’s up now with it… not much…
the problem is not to move on new Technologies…
but if your base is shitty like it still is … why not first fix the base and make it work?
instead of putting all the work in those features that only 5% uses of the Unity user base…
since Unity lost some important persons… the ship is struggling…
i know the company from beginning where it was Mac OS X only … that where better times as now!
meanwhile i’ll switching to other tools to get my job’s done…
Each sensor Device implements a single Control which represents the data read by the sensor. The following sensors are available:
Android all YES
Ios only the first five… WHAT A JOKE!!!
it’s a joke to me… these sensors are easy to access on iOS from unity…
but ignorance still hold them back to support this
also the new input system is not working well on mobile…
if you use this for example on a UI btn…
it doesn’t work after one time use…
if (Keyboard.current[Space.key].wasPressedThisFrame) in Preview 3… did u fix it now?
do you also do testing this input system on different devices eg iOS
or do you still only test on Android???
will provide soon a sample project with all those things that don’t work… but i’m not happy to make your work… it takes much time and resources to fill your bug’s…
and you never get feedback… i’ll never got… no thx and often no fix for my bug’s i’ve reported…
you can look in my history what i’ve reported…
it’s too funny now … we should pay for Unity3d and than also spend time and money to report bug’s and test…
what are you doing @ Unity ???
and for what you you get payed for?
what’s up with the new input system…
it’s so long now in testing and still has so many open bug’s
it’s time again that Unity concentrates on the people who pay them and not those who cry loudest!
are there any plans to support all sensors on iOS???
if not… it’s again a argument against Unity…
why not than Windows and Andoid only???
it’s far away from true cross-platform tool…
the original spirt and philosophy is long gone @ Unity3d HQ
it’s all about making money now… sad to see but i’ve told that Joachim and David when they sold Unity
and also when Unity switched to support Windows…
now i’ll see that i was true and all was coming like i’ll said in my email i’ve sent them…
No bigger picture here. Back when this was implemented, the main focus was feature parity with the old system and this happened to be all it had. The Android implementation simply pulled ahead because the API on Android is designed in a way where the same code path can support all kinds of sensors instead of needing specific support for each type of sensor.
Added a ticket to remedy this (ISX-332) and add the missing code paths for iOS.
Unfortunately you can’t actually use the ambient light sensor on iOS or your app will be rejected and there is no easy way to access in Unity.
I wrote a plugin that will give you this functionality, though. It uses the front-facing camera and read each frame to find brightness. It worked for my use case. I made it available on the asset store: iOS Ambient Light Sensor | Utilities Tools | Unity Asset Store