i’m trying to get it working but i’m having some headache about it. how i setup and how i use it? i need a event system in scene or i need the new ui event system i don’t really get it. pls help?
PS: if i find the solution i post here to anyone with the same question.
Should be enough to replace the default EventSystem with MultiplayerEventSystem, setting its playerRoot to the root UI object that is to receive input for the player, and then linking PlayerInput to the InputSystemUIInputModule.
In this setup you should be able to spawn one complete set (event system + ui module + ui + PlayerInput) for each player and the respective UI should be constrained to the user.
We don’t yet have good docs or even a sample for this AFAIK. Probably won’t happen for 1.0 unfortunately. But hopefully once 1.0 is out.
Dear Sirs, especially Jonas and Rene, I am very grateful for the many explanations you make about Unity.
I inform you that my English level is not so good …
That done, I would really like your help regarding the Multiplayer Event System, as I am working on a project for 4 local players, and I don’t know how to change the First Selected and Player Root by the script. In fact, the player’s prefab ends up losing these components when pointed to by the Inspector tab.
I have read all Unity standards (manuals) in this regard and I have already reviewed several sites and found no solution.
Please help. If possible, with a simpler programming approach (an example would be great).
Update your InputSystem package to the latest using PackageManager. I’m not 100% sure whether or not 2019.1 supports the 1.0.0 release, but it probably does.
Thank you. Its all working now. The problem is that Unity 2019.1 doesn’t support it that’s why I upgraded to Unity 2019.3 but I have another problem including the UI again. Whether I move my mouse, click, or anything else, this error pops out in the console.
I think i’ve found the solution. I manually assign Explicit Navigation for each of my UI slots. And prevented player1 from moving into player2’s inventory UI. I geuss Unity designed this new Multiplayer System to work this way for scenarios like choosing a player in a fighting game where there’s only 1 UI.
Ye this has always been a big issue.
If you use horizontal or vertical navigation it works, but once you go in 2 dimensions you got a problem.
Another problem is that explicit navigation doesn’t scale.
So if you instantiate your buttons manually, you’re screwed.
You can script the connections on instantiate if you know the amount of columns but it’s just a mess.
I don’t get why they can’t just add a toggle to keep the navigation within a panel or something.
When I add the MultiplayerEventSystem to a prefab and then instantiate it twice, it logs an error that there are two and I should be only using one even though, I don’t have the simple EventSystem anywhere in my scene. Is this a bug? Does this only get logged because it extends from the original EventSystem? Looking at the code this seems like it but I didn’t see this issue occur in other tutorials.