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Question PlayerInputManager with 2 keyboard ControlScheme ?

Discussion in 'Editor & General Support' started by NoT, Aug 13, 2023.

  1. NoT

    NoT

    Joined:
    Oct 9, 2014
    Posts:
    4
    Hi there,

    I'm pretty new to the new Input System of Unity
    I'm making a 1-2 players game, which both can play on the same keyboard, with different ControlScheme ( #1 : zqsd + e , #2 : arrow + 0 for the other )
    I'm using PlayerInputManager to properly detect whenever a player wants to join.

    What I want to do is when e is pressed : first keyboard ControlScheme is used , when 0 is pressed, the second keyboard ControlScheme is used.
    It seams to me a pretty standard use case. But I can't make it works.
    Whatever button I press, it's always the first keyboard ControlScheme that is used , and if I want to join as a second player, I can't.
    It seams like we can't have 2 controlSchemes with the same device, like attribution of controlScheme is done by device, and not by controlScheme.

    So I am wrong anywhere ? Is there a way to make it works ?
    Thanks.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. NoT

    NoT

    Joined:
    Oct 9, 2014
    Posts:
    4
    Thanks dude, but I don't need a generic "how to debug tutorial" I know how to do that.
    My first question is "is it designed to work like this ?" If it is, there is no reason to debug.

    ++
     
  4. NoT

    NoT

    Joined:
    Oct 9, 2014
    Posts:
    4
  5. evyatron

    evyatron

    Joined:
    Jul 20, 2014
    Posts:
    132
    This might be controversial, but if you have a set of keys for each player - I would honestly just skip Unity's Player Input management altogether and use my own input class.
    You could have each player's input action in its own "action map", with the same action names.
    So you'd end up with something like Player 1\Move and Player 2\Move as two different actions.
     
  6. NoT

    NoT

    Joined:
    Oct 9, 2014
    Posts:
    4
    In fact I want to use keyboard on webgl, but joypad too, and wanted to make a first step in this "new" package.
     
    Last edited: Aug 13, 2023
  7. evyatron

    evyatron

    Joined:
    Jul 20, 2014
    Posts:
    132
    You could use a Joypad too, and it should work across all platforms (PC, consoles, mobile, webgl).
    It is still very much using the new input system - I'm only suggesting not using the built-in Player components.