How to use OnEnableGameplayInput correctly

FadelMS

Member
Hi,
I’m using UCC 3.3.1 with UIS 1.3.4 and the Unity Input System, Unity 6 LTS.
When I call OnEnableGameplayInput, it disables both the Unity Input System and PlayerInput. This prevents me from using keyboard keys and gamepad buttons.


My understanding is that it should only disable the Unity Input System, so that UIS can still process input from the assigned Input Action Asset.
Am I missing something here?
 
Normally the way it works is that for UI input our scripts listen to the input even if it is disabled.
When disablign the input we're not disabling the input action asset, we are just ignoring them for our custom inputs scripts used for player input. Because whenever there is input we check "is input active" before proceeding. But only for gameplay input, not UI input.

I hope that makes sense.
If it's not behaving as you'd expect let me know and I will look at it in more detail
 
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