Hi there! First of all, thank you for this asset-- it seems really cool, and for the game I am making, it should be incredibly useful. That said, I’m running into a bit of an issue-- Since I am using the new InputSystem for my project, the mouse doesn’t control the preview properly and errors the preview script, as it is trying to use the InputManager to read my mouse movement. I attached a sample error below.
I wouldn’t mind using the controls in the UI to drive it instead, but the preview doesn’t seem to respond to them? I can change Default Position, Rotation, and Scale, and nothing happens. Moving the Camera settings does work though.
Thank you again for this asset, and let me know if you have any suggestions for fixes.
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UltimateIcon.Editor.PreviewInteractor.MouseMoveEvent (UnityEngine.UIElements.MouseMoveEvent evt) (at Assets/UltimateIcon/Editor/Components/PreviewInteractor.cs:385)
UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.EventCallbackRegistry+DynamicCallbackList.Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPathWithCompatibilityEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.EventBase compatibilityEvt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target, System.Boolean isCapturingTarget) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.EventDispatchUtilities.DispatchToCapturingElementOrElementUnderPointer (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, System.Int32 pointerId, UnityEngine.Vector2 position) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.PointerMoveEvent.Dispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <267aef74484940a1ba094115bc753d9d>:0)
Image of what I see (Moving the sliders does not move the object):