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1.0.0-preview now available

Discussion in 'New Input System' started by dougpunity3d, Sep 20, 2019.

  1. dougpunity3d

    dougpunity3d

    Unity Technologies

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    Jul 11, 2018
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    [1.0.0-preview] - 2019-9-20
    Fixed
    -Will now close Input Action Asset Editor windows from previous sessions when the corresponding action was deleted.

    • Fixed an issue where Stick Controls could not be created in Players built with medium or high code stripping level enabled.
    • Fixed incorrect default state for axes on some controllers.
    Actions
    • Fixed CallbackContext.ReadValue throwing when invoked during device removal
     
    Lurking-Ninja likes this.
  2. SimuSkippy

    SimuSkippy

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    Oct 3, 2016
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    @dougpunity3d After updating to 1.0.0, my generated C# script doesn't compile.

    It seems GetAction() and GetActionMap() were refactored to be FindAction() and FindActionMap(), but the generated C# uses the old functions.
     
  3. nsxdavid

    nsxdavid

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    Apr 6, 2009
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    ... thus, it appears that this release is completely broken. Or are we missing something?
     
  4. JamhammerDev

    JamhammerDev

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    Same for me, i deleted my asset and recreated it. Seems to have fixed it.
     
  5. SimuSkippy

    SimuSkippy

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    Oct 3, 2016
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    Recreating the InputActions Asset? That could be a very time-consuming workaround for some...me included. :)
     
  6. JamhammerDev

    JamhammerDev

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    Sorry, the generated c# class not the asset.
     
  7. SimuSkippy

    SimuSkippy

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    Oh, I tried that. It generated the same broken C# when I did. I just tried it again to be sure.
     
  8. Heimlink

    Heimlink

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    Feb 17, 2015
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    It worked for me. I had to restart Unity after the package update.
    I disabled the script generation, then deleted the generated script.
    Made a change to asset, saved it. Undid the change and saved again.
    Then re-enabled the script generation.

    That seemed to do the trick.
     
  9. Heimlink

    Heimlink

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    Feb 17, 2015
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    I'm still experiencing strange behaviour when trying to modify the PlayerInput action, action map, and/or scheme at runtime while using multiple action map assets.
    After a lot of trial and error, I've managed to work around it, by switching to a single asset.
     
  10. Adrian

    Adrian

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    Apr 5, 2008
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    Still seeing errors and input breakage with keyboard input when a gamepad is connected on Unity 2019.2.6 and 1.0.0-preview. Reported as case 1183314.
     
    Peter77 likes this.
  11. nsxdavid

    nsxdavid

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    Just wondering why this was pushed out late on a Friday. Generally not good software deployment strategy... yeah?
     
    Metron likes this.
  12. Lurking-Ninja

    Lurking-Ninja

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    I guess because of the Unite starts on Monday in Coppenhagen.
     
  13. Schubkraft

    Schubkraft

    Unity Technologies

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    Dec 3, 2012
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    Thanks for the report! We could repro that internally and I passed it on.
     
    Adrian likes this.
  14. SimuSkippy

    SimuSkippy

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    This did fix things for me.
     
  15. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

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    This will be fixed in the next package release.
     
  16. Adrian

    Adrian

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    Apr 5, 2008
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    Reported another two issues with Unity 2019.2.6 and 1.0.0-preview:
    - Case 1187163 regarding an exception in InputSystem.AddDevice when there's a binding with an empty string as effectivePath
    - Case 1187377 regarding composites that partially stop working if one of its parts has an empty string as effectivePath (originally reported on GitHub as #875)