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0.9.6-preview now available

Discussion in 'New Input System' started by dougpunity3d, Sep 6, 2019.

  1. dougpunity3d

    dougpunity3d

    Unity Technologies

    Joined:
    Jul 11, 2018
    Posts:
    16
    [0.9.6-preview] - 2019-9-6
    Fixed
    • Exceptions in scenes of Visualizers sample if respective device was not present on system (e.g. in PenVisualizer if no pen was present in system).
    • Fixed exception in Input Action Asset Editor window when typing whitespace into the search field.
    • Fixed control scheme popup window in input action asset editor window showing in the correct screen position on windows.
    Actions
    • Setting timeouts from IInputInteraction.Process not working as expected when processing happened in response to previous timeout expiring (#714).
    • Pending timeouts on a device not being removed when device was removed.
    Changed
    • Replaced HIDSupport.shouldCreateHID event with a new HIDSupport.supportedHIDUsages property, which takes an array of supported usages.
    Added
    Actions
    • Added PlayerInput.neverAutoSwitchControlSchemes to disable logic that automatically enables control scheme switching when there is only a single PlayerInput in the game.
    • Added PlayerInput.SwitchControlScheme to switch schemes manually.
     
  2. RyanJEC

    RyanJEC

    Joined:
    Jan 13, 2017
    Posts:
    34
    Invoke Unity Events is broken on Player Input component in this release.
     
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  3. Heimlink

    Heimlink

    Joined:
    Feb 17, 2015
    Posts:
    13
    I can't see my control's events in the Invoke Unity Events option. The issue also appears present in the sample project (SimpleDemo_UsingPlayerInput scene).
    Screen Shot 2019-09-07 at 5.54.57 pm.png
     
  4. Laicasaane

    Laicasaane

    Joined:
    Apr 15, 2015
    Posts:
    31
    It throws null exceptions when I try to inspect the PlayerInput. The issue is at the line 442 in PlayerInputEditor.cs.

    Code (csharp):
    1. ArgumentNullException: Value cannot be null.
    2. Parameter name: source
    3. System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <fc8f020b2cc84cefa8241445cf28089b>:0)
    4. UnityEngine.InputSystem.Editor.PlayerInputEditor.OnActionAssetChange () (at Library/PackageCache/com.unity.inputsystem@0.9.6-preview/InputSystem/Plugins/PlayerInput/PlayerInputEditor.cs:442)
    5. UnityEngine.InputSystem.Editor.PlayerInputEditor.OnInspectorGUI () (at Library/PackageCache/com.unity.inputsystem@0.9.6-preview/InputSystem/Plugins/PlayerInput/PlayerInputEditor.cs:61)
    6. UnityEditor.UIElements.InspectorElement+<CreateIMGUIInspectorFromEditor>c__AnonStorey1.<>m__0 () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorElement.cs:462)
    7. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
     
    Last edited: Sep 7, 2019
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  5. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    257
    The PlayerInput issue is very annoying. Has anyone found any workarounds? Commenting out lines 442 and 443 in PlayerInputEditor.cs allows me to see the name of the action maps. @Rene-Damm is this being looked at?
     
  6. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    257
    Reverting to 0.95 fixes the issue but there is another one instead... I can't see my public methods unless i ditch the callback context...
     
  7. Noname1122

    Noname1122

    Joined:
    Jun 19, 2019
    Posts:
    2
    Yeah, if it helps, I'd like to second this issue. Upon updating, none of my input events appear to be firing, across the whole game. Confirmed, I too don't see any of my configured callbacks under Player Input > Events > Player anymore, and none of them are firing.

    I am getting the same exception as above as well. I'll be reverting for now, but looking forward to guidance.
    Thanks! :)
     
    Last edited: Sep 10, 2019
  8. ProvencalG

    ProvencalG

    Joined:
    Jan 24, 2018
    Posts:
    1
    I had to revert also because I was using Invoke Unity Events...
     
  9. jweidenbach

    jweidenbach

    Joined:
    Dec 29, 2018
    Posts:
    54
    I'm seeing this as well. As much as I love what I'm seeing with the new system, I've switched over to a custom lowlevel C++ native system (based on Windows.Input.Gaming/XInput/RawInput) for now, too many breaking changes over the last few months when I thought I'd handled input (unless a fix comes out for this before I've got the custom system finished/integrated within the next week or so -- as I am also relying on new ECS stuff for our current project). With that said, I'm really impressed with the direction and look of the new system, should be really solid for our next game.
     
  10. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,633
    The NullReferenceExceptions in PlayerInputEditor.OnActionAssetChange will be fixed in the next release.
     
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