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Minimun required version

Discussion in 'Input System' started by Christianhess94, Jul 10, 2020.

  1. Christianhess94

    Christianhess94

    Joined:
    May 24, 2019
    Posts:
    7
    I'm following the official Input System tutorials both on the Unity Youtube channel and Brackeys Youtube channel. Thing is, I'm using 2019.4.3f1 and the bloody things simply doesn't work. None of the callbacks are returning anything in their respective contexts.
    When downgrading to 2019.3, it does work.
    I haven't checked each and every version of Unity as I'm currently on a bit of a time clutch.

    Anyways, the documentaion on the unity3d website says that 2019.4 is supported and the pinner post here on the forum says it's still in the verification process.

    In the end, what is the minimum required version for the Input System to work?
     
  2. Rene-Damm

    Rene-Damm

    Unity Technologies

    Joined:
    Sep 15, 2012
    Posts:
    1,387
    2019.1 is the minimum required version for 1.0. For 1.1, the min version will get bumped up o 2019.4.

    Could you provide a few more details about what's working differently in 2019.3 vs 2019.4.

    Both are expected to work just fine. I'm not aware of (or at least can't remember off the top of my head) a prior report of things going awry in 2019.4.
     
  3. AppBite

    AppBite

    Joined:
    Jul 5, 2012
    Posts:
    63
    Yeah the Warriors demo isn't working for me in Unity 2019.4.
    See: https://forum.unity.com/threads/war...xception-logitech-gamepad-doesnt-work.943230/

    InputDeviceTester (Sample from the Package Manager) worked once (if you ignored the pink shader error on the background), until I installed the Tanks demo.

    Tanks is a sea of errors (which has now crippled the Warriors demo completely)
    Assets\Scripts\Managers\GameManager.cs(25,18): error CS0111: Type 'GameManager' already defines a member called 'Start' with the same parameter types
    Assets\Scripts\PlayerDeviceRebindBehaviour.cs(410,17): error CS0246: The type or namespace name 'TextMeshProUGUI' could not be found (are you missing a using directive or an assembly reference?)

    the console is just a full screen of errors now :(
     
  4. FullMe7alJacke7

    FullMe7alJacke7

    Joined:
    Dec 17, 2013
    Posts:
    53
    How are you reading your input? Have you tried something like this?


    Code (CSharp):
    1.     public class PointerDataProcessor
    2.     {
    3.         public Vector2 CurrentMousePosition => currentMousePosition;
    4.      
    5.         private InputMap _inputMap;
    6.         private Vector2 currentMousePosition;
    7.  
    8.         public void Initialize()
    9.         {
    10.             _inputMap = InputSystem_Manager.Map;
    11.  
    12.             _inputMap.Player.Pointer.Enable();
    13.             _inputMap.Player.Pointer.performed += ctx => currentMousePosition = ctx.ReadValue<Vector2>();
    14.         }
    15.     }
    Then just reference it by going through the getter whenever you need to grab the input from it.
     
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