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Question Need help with managing Player Input using 2 gamepads and 2 separate canvases for separate players

Discussion in 'Input System' started by Dr_Sausages, Feb 1, 2023.

  1. Dr_Sausages

    Dr_Sausages

    Joined:
    Jan 30, 2023
    Posts:
    2
    Sorry if this is a repost but I've been struggling with this for a few days now and no matter what I try I run into some issue or another

    Looking for some help in setting up a Character Selection Screen for a Beat Em Up (e.g. Streets of Rage) style game

    Using Gamepad Controls

    Scene is simple:
    Camera
    P1 Canvas - has a grid with 3 buttons on it for the 3 characters to choose from
    P2 Canvas - has a grid with 3 buttons on it for the 3 characters to choose from
    Background Image
    Game Manager
    > Player Manager (Has Player Input Manager to join Player prefabs)
    >Instantiated Players (only testing with 2 players so far)​



    To make it easier the Game Manager is also keeping track of Instantiated Players within a List
    Code (CSharp):
    1. public List<GameObject> Players = new List<GameObject>();

    The Player Prefab has a script to keep track of lives etc.
    For modules it has...
    Multiplayer Event System
    Input System UI Input
    Player Input​


    The P1 and P2 canvases are initially set to not active. They are set active when a player joins the game
    upload_2023-2-1_17-8-53.png

    When a player is instantiated though it does not have any UI elements selected
    upload_2023-2-1_17-10-38.png

    And here's the problem

    If P1 canvas has buttons
    Character1
    Character2
    Character3

    and P2 canvas has buttons
    Character1
    Character2
    Character3

    When I activate a canvas I try to select the first button on it. This works fine and the red button is selected when P1's canvas activates



    But when I activate a button on my P2 Canvas using Character1.Select() this seems to unselect the button on my P1 Canvas

    I thought I could get around this issue by adding a simple script to my P1 and P2 canvases to try to confirm which Player was meant to be interacting with it

    I give the script a
    public PlayerInput input;

    Then when that canvas is initialised I try to pass one of the Players InputSystemUIModules to it
    Code (CSharp):
    1.  input.uiInputModule = gameManager.Players[_index].GetComponentInChildren<InputSystemUIInputModule>();
    But get the error
    NullReferenceException: Object reference not set to an instance of an object



    I'm lost as this point. I don't know the best way to do this

    I've dug around for days looking for a simple way to manage 2 players that each have gamepads on the screen and each have their own separate canvas to move on


    Is there a way to set a specific player to select a specific button on one of the canvases?


    Or am I going about this the wrong way?

    Can anyone point me in the right direction?
     

    Attached Files:

  2. Dr_Sausages

    Dr_Sausages

    Joined:
    Jan 30, 2023
    Posts:
    2
    happy for this thread to be closed
    didn't realise when I had the player join event I had selected the Static Join Player rather than the Dynamic one
    upload_2023-2-2_11-2-28.png