For some reason touch is not working at all in build, i’ve had this problem before but in that scenario it was a config issue stuff like activating the rendering debugger (double tap 3 fingers) worked fine.
But not even that works (in a development build).
And I can’t see any output from the input debugger either (from anything even gyro). Touch works fine when using unity remote tho.
From what I can tell, certain objects are just breaking input entirely?
Like the game is not receiving touch input AT ALL for some reason. This is not an input system issue either, touch does not respond regardless of input setting.
Disabling certain objects causes things to work but these are UI’s it’s very hard to determine what specifically is breaking things… This is very confusing… This wasn’t an issue before moving to unity 6, so surely something is different…
I have managed to isolate the problem and submit a bug report.
I still can’t explain why it happens. But enabling certain objects even in active build utterly breaks all input. And there’s no long or error to explain it.
simply get the Starter Assets: Character Controllers | URP from unity asset store and build on any android device and then see it does not work at all.
@sacb0y Oh I wasn’t disagreeing with you I was just providing visibility to unity by complaining about the same issue.
Right now I download unity 6 the latest version. Then I download and install this package and build it to any Android device and it does not work on any device.
So I assume that they’re just not aware of this.
You say it something specific to your scene but I would say it doesn’t work for any scene on anyones computer and on anyones Android device.
Ah, yes that asset is borked atm because it seemingly downloads the wrong version.
But as an FYI the individual packages work fine. I had to work that out myself recently.
Instead of getting the character controller pack which contains both third person and first person, simply get one of the individual packages and they work fine. Just make sure you enable the touch UI before building.
Oh I see what you’re saying now. I’ll check that out and cross my fingers.
The other thing that I find annoying in general is you might find in games like Grand Theft Auto or Ganstar series, When you are using the left movement joystick you might expect that eventually and slowly the camera would orbit so that eventually the camera is behind the player without them using the look joystick to change the camera’s position. But just getting the package to work out of the box would be great too.
Just ran into this as well with Unity 6, was working fine on earlier versions. In Unity 6 the default Application Entry Point has been change from Activity to GameActivity. When I changed this back to Activity instead of GameActivity the mobile controls worked fine. I’m not sure if this is a bug in Unity or if there is another reason that this doesn’t work in GameActivity mode.
To change this setting:
Open Project Settings
Select Player
Select the Android Tab if not already selected
Select Other Settings
Scroll down to application entry point and select Activity and de-select GameActivity
So apparently this does seem to be the case, unfortunately the repro project I sent is much too large to diagnose the issue.
For any one wondering the details this is what the persona handling the case said.
Toggling off the “GameActivity” Application Entry Point and toggling on the “Activity” Application Entry Point fixes the issue as explained in the Unity discussion link. Why the UI becomes unresponsive in the case of “GameActivity” being toggle on would be pretty hard to pinpoint, as the project is large and uses a lot of different plugins. Some of the reasons of this happening could be:
Your plugin explicitly references “UnityPlayerActivity”
Missing Dependencies. “GameActivity” relies on Android’s NativeActivity API. Missing or mismatched dependencies, such as incorrect versions of libraries like the “androidx”, can cause issues
If you’re using custom UI or overlays, ensure that the rendering threads are synchronized properly
GameActivity integrates tightly with the Android lifecycle. Mismanagement of lifecycle callbacks like “onResume”, “onPause”, or “onDestroy” can lead to issues
But @john_sartain1 posted what seems like a much simpler project and one made by Unity, I’ll try submitting this to them to see if that’s more suitable to solve this.
I am a developer looking at this issue. Thank you for reporting the bug!
I think the bug is related to Cursor being locked, while waiting for the actual fix, you can workaround the issue by disabling cursor lock, since you’re using Starter Assets, it can be disabled in the inspector under Mouse Cursor Settings->Cursor Locked.