Hi. I just installed the New Unity Input System. The PlayerInput and so on is working. I can already play multiplayer using my keyboard and controller. But when I added a UI for the players and searched some tutorials, I found out that the InputSystemUIInputModule script in the Inspector is blank. I can’t even search or use the MultiplayerEventSystem.
When I look on the script for both it says: #if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
as I posted below.
The graying out doesn’t necessarily have to mean much. Depends on whether VS realizes that those are defines are set.
Could you post a screenshot of that?
If the component is indeed not compiled, it would say “Missing script” in the inspector there. If the inspector for the component is blank, that sounds like a different issue.
I already fixed that problem. I just need to update my Unity to version 2019.3, but another problem comes up. This includes the with the UI again. Whether I point, click, and pressed a button this error pops out in my console:
I had a similar issue here but it was due to my function name having the same name as the functions generated in ‘Player Input’ class. In my case I was using ‘OnPointerMove’ which clashed with the same function in the Player Input class (guessing SendMessage() doesn’t like this).
I encountered a same issue when PlayerInput and InputSystemUIInputModule exist on same Gameobejct. I attached the PlayerInput on other gameobject, and solved the issue.
Thank you! this was the end of a ~2 hour search. Problem fixed. (Changed to playerinput.notificationBehavior = PlayerNotifications.InvokeUnityEvents)
We need a layerinput.notificationBehavior = PlayerNotifications.None option. I’m using polling so this would be perfect and cost less in performance.
Side note, if you make a InputActionAsset from json the InputSystemUIInputModule inspector will only display none for all action types. but if set from script at runtime it still works as expected. only confusing from a debugging standpoint.
well my error was too silly but I’m sharing my solution anyway… I wrote void OnFire(Input value){…} it is InputValue instead of just Input… At least I found it!! That’s the bad part of studying at 3am…