I updated from Input System 1.1.0-preview.5 to 1.1.1 (I also tried 1.1.0-pre.6 with the same result as 1.1.1) and I seem to have a non-functional input system now. I can roll back to 1.1.0-pre.5 and everything starts working correctly again. Back to 1.1.1 and (even after a Unity restart) it’s broken.
All of my existing Input Actions that had multiple bindings on them seem either inert (don’t produce any changing values when I move pedals, joystick, gamepad analog paddles, etc), or only output a fixed value of around 0.501 (not exactly 0.5). After removing all other bindings except for keyboard bindings, these Input Actions now only show a ReadValue of 0.0 regardless of keyboard state. Usually the value jumps to 1.0 when I hit the bound key.
Additionally, when I try to open the Input Debug window (under Analysis), sometimes I get the following error over-and-over at high speed:
ArgumentNullException: Value cannot be null.
Parameter name: layoutName
UnityEngine.InputSystem.Editor.EditorInputControlLayoutCache.GetIconForLayout (System.String layoutName) (at Library/PackageCache/com.unity.inputsystem@1.1.1/InputSystem/Editor/EditorInputControlLayoutCache.cs:151)
UnityEngine.InputSystem.Editor.EditorInputControlLayoutCache.GetIconForLayout (System.String layoutName) (at Library/PackageCache/com.unity.inputsystem@1.1.1/InputSystem/Editor/EditorInputControlLayoutCache.cs:176)
UnityEngine.InputSystem.Editor.InputDebuggerWindow+InputSystemTreeView.AddControlLayoutItem (UnityEngine.InputSystem.Layouts.InputControlLayout layout, UnityEditor.IMGUI.Controls.TreeViewItem parent, System.Int32& id) (at Library/PackageCache/com.unity.inputsystem@1.1.1/InputSystem/Editor/Debugger/InputDebuggerWindow.cs:755)
UnityEngine.InputSystem.Editor.InputDebuggerWindow+InputSystemTreeView.AddControlLayouts (UnityEditor.IMGUI.Controls.TreeViewItem parent, System.Int32& id) (at Library/PackageCache/com.unity.inputsystem@1.1.1/InputSystem/Editor/Debugger/InputDebuggerWindow.cs:717)
UnityEngine.InputSystem.Editor.InputDebuggerWindow+InputSystemTreeView.BuildRoot () (at Library/PackageCache/com.unity.inputsystem@1.1.1/InputSystem/Editor/Debugger/InputDebuggerWindow.cs:586)
UnityEditor.IMGUI.Controls.TreeView+TreeViewControlDataSource.FetchData () (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEditor.IMGUI.Controls.TreeViewDataSource.ReloadData () (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEditor.IMGUI.Controls.TreeView+TreeViewControlDataSource.ReloadData () (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEditor.IMGUI.Controls.TreeViewController.ReloadData () (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEditor.IMGUI.Controls.TreeView.Reload () (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEngine.InputSystem.Editor.InputDebuggerWindow+InputSystemTreeView..ctor (UnityEditor.IMGUI.Controls.TreeViewState state) (at Library/PackageCache/com.unity.inputsystem@1.1.1/InputSystem/Editor/Debugger/InputDebuggerWindow.cs:407)
UnityEngine.InputSystem.Editor.InputDebuggerWindow.Initialize () (at Library/PackageCache/com.unity.inputsystem@1.1.1/InputSystem/Editor/Debugger/InputDebuggerWindow.cs:167)
UnityEngine.InputSystem.Editor.InputDebuggerWindow.OnGUI () (at Library/PackageCache/com.unity.inputsystem@1.1.1/InputSystem/Editor/Debugger/InputDebuggerWindow.cs:197)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEditor.HostView.Invoke (System.String methodName) (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEditor.DockArea.OldOnGUI () (at <8d21067e8d9c494db25a2b2485216e63>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <fe7ee1881b524b0d9443f74417fb598b>:0)
At this point I’m not really sure how to go about resolving this.
My project is a Unity 2019.4 project. I created a brand new project with Unity 2021.1 and imported Input System 1.1.1 into it, and set up some similar Input Actions with multiple bindings, and they seem to work correctly, but unfortunately I am not in a position to upgrade my main project away from 2019.4.
Should I expect Input System 1.1.1 to work with Unity 2019.4 or have I jumped the gun on this?