After upgrading my project to V3.0, the input is broken in my project. I am using the same input action asset as I had with V2.0.
I have debugged, but haven't been able to identify what I am missing in the config. This is a brief summary of what I could find debugging:
- Method GetPositionInput in CharacterHandler, calls IPLayerInput.GetAxisRaw, which is UnityInputSystem.GetAxisInternal .
- This retrieves the action GamePlay/Horizontal or GamePlay/Vertical, from the Input Action Asset.
- The action.ReadValue<Float>() in UnityInputSystem.GetAxisInternal always returns 0.
Here is a short video with the input setup.
I use the same input action asset for input outside of UCC. But I use the generated C# script, like the below example. Input is working Ok with this method. I don't really understand how UCC references the Action from the input action asset directly. But this appears to be broken in my project.
I have debugged, but haven't been able to identify what I am missing in the config. This is a brief summary of what I could find debugging:
- Method GetPositionInput in CharacterHandler, calls IPLayerInput.GetAxisRaw, which is UnityInputSystem.GetAxisInternal .
- This retrieves the action GamePlay/Horizontal or GamePlay/Vertical, from the Input Action Asset.
- The action.ReadValue<Float>() in UnityInputSystem.GetAxisInternal always returns 0.
Here is a short video with the input setup.
I use the same input action asset for input outside of UCC. But I use the generated C# script, like the below example. Input is working Ok with this method. I don't really understand how UCC references the Action from the input action asset directly. But this appears to be broken in my project.
C#:
if (inputControls == null)
{
inputControls = new DeadFearCharacterInput();
}
inputControls.Gameplay.SetCallbacks(this);
inputControls.Gameplay.Enable();
Last edited: