Ui input module conflicting with similar binded keys from another action map?

Hiya all,

I have been hammering on this problem for the afternoon and haven’t found a solution yet: if I press the binded A keyboard key on an Action I have made in a test Action map I have made, the A button action doesn’t get called. If I bind this action to another key, like ‘I’, it works.

I wasn’t able to figure out what was wrong until I deactivated the Ui input module inside the canvas. Then it worked. So my guess is there is some sort of conflict of keys going on. I have noticed that the Ui Action map is generating events all the time, regardless of what Action map is selected, which I guess is intended behavior. And also, the ‘A’ key is binded to forward inside the UI Action map.

So I am guessing the A key is in conflict because both the Ui Action map and the Test Action map are active.

Basically, I have an input manager that has a PlayerInput component that contains a reference to the Ui Input module (along with the EventSystem component) and has its default map to the Test Action Map in question.

Based on these observations, I am wondering the following:

  • Is this a conflict, and if so, is there a way to detect it through code, so I can inform the player of those restrictions?
  • Is this a bug in the input system?
  • Or maybe a bad setup on my part?

Thanks for any help on this,

  • Jeff

Ok thanks for the link. I still think it would be better to receive both events since I will need to write code for when the Ui gets the focus so I can toggle the ui action map on and off, so my on screen buttons can receive events. A bit overkill if you ask me, and I can see a couple of overlapping cases where this can lead to problems. Hopefully this gets fixed.

In the EventSystem you can disable some kind of events like UI/Navigation under Move, but you can also replace the ActionMap with one of your own.