Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

Question Updating from 1.0.2 to a more recent version, keyboard stops working outside menus

Discussion in 'Input System' started by JagGentlemann, Feb 3, 2024.

  1. JagGentlemann

    JagGentlemann

    Joined:
    Feb 10, 2016
    Posts:
    25
    Hi, I'm using the 1.0.2 Input System and it works perfectly, I've even made a remapping menu. I'm also using Unity 2020.3.8, so it's high time I update. The issue is that when I update Unity, the Input System also updates, and when doing that, the keyboard stops working... but only in gameplay for some reason.

    I have 2 Action Maps: one for menus and another one for the gameplay.

    The one for menus work fine for the keyboard and gamepad, but when I enter the gameplay, only the gamepad works, but not the keyboard. I use the following line of code to assign the Keyboard:

    Code (CSharp):
    1. controlScheme = "Keyboard";
    2. playerInput.SwitchCurrentControlScheme(controlScheme);
    and this one for the controller:

    Code (CSharp):
    1. controlScheme = "Gamepad";
    2. var gamepad = Gamepad.all[deviceIndex];
    3. playerInput.SwitchCurrentControlScheme(controlScheme, gamepad);
    When a character is spawned, I assign the buttons with ApplyBindingOverride. I really doubt this is giving me the issue because I had this problem before doing the remapping menu and code.

    Unity can clearly see the binding. Even adding the binding in the editor itself mid-game does nothing. I tried different versions of hte Input System, but even the next to 1.0.2 breaks it.

    Any ideas what could be the issue? Ask for more info if this isn't enough. I really want to update to remove the splash screen, considering the new policies, so I think the sooner I update, the better.

    Edit: The way to fix this is to do nothing when assigning the Keyboard, because if not, it assings a controller. I don't see how that makes sense, but it works.
     
    Last edited: Feb 20, 2024