Search Unity

  1. We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. Read our full announcement for more information and let us know if you have any questions.

Action map blocking in player input

Discussion in 'Input System' started by Darress, Jun 14, 2016.

  1. Darress

    Darress

    Joined:
    Mar 5, 2015
    Posts:
    12
    If you enable block subsequent, now it only blocks the events processed by the action map. For example, if the menu uses only some inputs, I can still control the game beneath. I think it would be more logical, if an action map would block all events.
     
  2. runevision

    runevision

    Joined:
    Nov 28, 2007
    Posts:
    1,901
    If you use ActionMaps for all input, then it should work. If you have things in your game that get input by querying the old Input APIs (though the Input class) then that won't be blocked. We can't change behaviour of how the old Input APIs work.
     
  3. Darress

    Darress

    Joined:
    Mar 5, 2015
    Posts:
    12
    I use ActionMaps for all input, I know that you can't change how the old API works. Maybe I'm mistaken, but if I remember well, I had to tweak with the code so the blocking ActionMap blocks all events, even if it is not consumed by it. I will redownload the new input system and check if it is not the case.