Search Unity

Question Attaching controller during splash screen makes it unusable

Discussion in 'Input System' started by b4gn0, Nov 30, 2020.

  1. b4gn0


    Jul 26, 2019

    We implemented all logic using PlayerInput and events like onControlsChanged.
    Everything works perfectly fine, you can attach / detach inputs while playing and the game updates to the new schema perfectly.

    However, if someone starts the game with just KB/M, and then during Unity's splash screen phase he attaches the controller, the system basically ignores it.

    Is there a way for us to force a new device check / assign the correct device?

    Thank you