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[1.0.0-preview.5] PlayerInput is executed on prefabs in the project view

Discussion in 'Input System' started by Saucyminator, Feb 18, 2020.

  1. Saucyminator

    Saucyminator

    Joined:
    Nov 23, 2015
    Posts:
    61
    Hi, I'm having some trouble with version [1.0.0-preview.5] (worked great in preview.3) where the scene inputs are being listened on my prefabs in the project view and ends up throwing
    NullReferenceException while executing 'performed' callbacks of 'Player/Attack[/Mouse/leftButton]'
    errors.

    As a test I created an empty scene:
    1. Added empty GameObject with PlayerInputManager
    2. Created a new empty GameObject, added PlayerInput component and made it a Player prefab, changed Behavior to Invoke Unity Events
    3. Referenced the new Player prefab in the PlayerInputManager

    I play the scene and I get calls to functions that only exist on my OLD Player prefab. My OLD Player prefab has the PlayerInput behavior of Invoking Unity Events and calls functions on a script that's attached to my OLD Player prefab.

    Using Unity 2019.3.1f1, Windows 10 Pro. Let me know if you want a gitlab link to my project.
     
  2. Zagganoth

    Zagganoth

    Joined:
    Oct 29, 2018
    Posts:
    1
    I am also experiencing this strange behaviour. For some reason playerinput keeps being called on my prefab and giving errors
     
  3. Rene-Damm

    Rene-Damm

    Joined:
    Sep 15, 2012
    Posts:
    1,779
    Hi, would you mind filing a ticket with the Unity bug reporter? Just to make sure this isn't getting lost somewhere but gets properly tracked and verified by our QA guys.
     
  4. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    Is there a ticket you could share so that I can track progress on this? Also experiencing this.
     
  5. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    I'm getting also getting that error for a bunch of actions...

    eg.

    Code (CSharp):
    1.  
    2. NullReferenceException while executing 'performed' callbacks of 'Character/action[/DualShock4GamepadHID/buttonWest,/Gamepad/buttonWest]'
    3. UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
    4. UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/Input/Private/Input.cs:120)
    5.  
     
  6. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    I'm getting this possibly related error:

    Code (CSharp):
    1. Cannot find action 'HorseMovement/reload[/Keyboard/r,/DualShock4GamepadHID/dpad/left]' with ID 'a9ea6be9-f30b-4f57-a966-73b6d7cc1cf3' in 'StandardControls (UnityEngine.InputSystem.InputActionAsset)
    2. UnityEngine.InputSystem.PlayerInput:OnEnable() (at Library/PackageCache/com.unity.inputsystem@1.0.0-preview.6/InputSystem/Plugins/PlayerInput/PlayerInput.cs:1546)
    But I haven't used an action map called HorseMovement for a long time. Searching for that string in my project reveals that it exists in a few asset files: a character prefab I am no longer including in my scene, and in a few of my scene files, including the one I'm currently working on for some mysterious reason...

    Screen Shot 2020-04-10 at 8.03.25 pm.png

    Looks like the reference is a bit too persistent for some reason, @Rene-Damm ?