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Have you enabled 'Improved Shortcut Support' in Input System Settings? The default behaviour since 1.4.4 is to trigger all actions and make event...
You can use InputAction.WasPressedThisFrame, InputAction.IsInProgress, and InputAction.WasReleasedThisFrame. Should give you the exact same...
Are you running on Android? There are some issues with PS5 controllers on Android 12 that are outside of our control. If not then maybe you've...
Code generation works just fine with rebinds. What I think the issue is here is that you've dragged an input action onto a field in the inspector,...
Code looks ok. One thing that might be the issue is that the InputActionReference that you've got assigned to the RebindSlots might not be the...
Hi @darbotron, it is very much just a workaround. We're a little limited in what we can do before we go to version 2 of the package and break...
Hi. There was an issue a while back to do with incorrect PS5 controller mappings on Android 12...
This probably isn't as easy to do as it should be but one way would be to create a custom axis composite that contains extra information, namely...
Tried with an xbox one controller and a dualsense just to be sure but both only raise a single event as expected. Must be something odd happening...
Yep, those are the ways to do it. Can you give us some more details about what doesn't work?
It sounds like you're running into the issue discussed in this thread. Can you try the solution there?
This is fixed in the next release (>1.4.3). You can try it out today on develop branch here if you want to check it works for you.
I think a version of approach 3 would be the easiest. Something like InputSystem.onEvent .ForDevice<Keyboard>()...
I tested this just now to make sure, but everything seems to work (using develop version, which is effectively 1.4.3). Is it possible that your...
This is possibly caused by shortcut support that we added in 1.4.0. Are you on that version and do you have other actions that are all active at...
Hi, please see this reply for an explanation of the cause and instructions on how to restore the behaviour from the previous version.
The effect of turning off shortcut support with those bindings is that pressing Ctrl-A will also trigger the negative axis of your WASD composite...
This is a problem with the new shortcut key support we added in 1.4.1. Can you try the solution in this thread as a workaround?
We recently added support for modifier shortcut keys like Ctrl+B that shouldn't trigger another unrelated input action that has a binding to B....
You can specify in your rebinding operation that it should only consider buttons, and then <Gamepad>/leftStick/left/right/up/down should come...