I'm trying to port the 2d demo into using Unity's new Input System. It seems to be working but I keep gettngs these two warnings:
Input Action 'ToggleCursor' not found
-> AC debug logger
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
AC.ACDebug:LogWarning (object,UnityEngine.Object) (at Assets/AdventureCreator/Scripts/Static/ACDebug.cs:33)
AC.ControlsReader:GetInputAction (string) (at Assets/AdventureCreator/Downloads/Input System integration/Scripts/ControlsReader.cs:284)
AC.ControlsReader:Custom_GetButtonDown (string) (at Assets/AdventureCreator/Downloads/Input System integration/Scripts/ControlsReader.cs:178)
AC.PlayerInput:InputGetButtonDown (string,bool) (at Assets/AdventureCreator/Scripts/Controls/PlayerInput.cs:1869)
AC.PlayerInput:UpdateInput () (at Assets/AdventureCreator/Scripts/Controls/PlayerInput.cs:239)
AC.StateHandler:Update () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:159)
Input Action 'Jump' not found
-> AC debug logger
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
AC.ACDebug:LogWarning (object,UnityEngine.Object) (at Assets/AdventureCreator/Scripts/Static/ACDebug.cs:33)
AC.ControlsReader:GetInputAction (string) (at Assets/AdventureCreator/Downloads/Input System integration/Scripts/ControlsReader.cs:284)
AC.ControlsReader:Custom_GetButtonDown (string) (at Assets/AdventureCreator/Downloads/Input System integration/Scripts/ControlsReader.cs:178)
AC.PlayerInput:InputGetButtonDown (string,bool) (at Assets/AdventureCreator/Scripts/Controls/PlayerInput.cs:1869)
AC.Player:_Update () (at Assets/AdventureCreator/Scripts/Character/Player.cs:131)
AC.StateHandler:Update () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:275)
Here's what I done so far (hopefully this might help someone in the future):
1. Installed the "Input System" Unity package
2. Installed the Input System AC integration package over at https://adventurecreator.org/downloads
3. Set Project Settings->Player->Configuration->Active Input Handling->Input System Package (New)
4. Added an instance of the ControlsReader prefab to the scene
5. Added a global AC variable for "Global String Variable"
5. Added an input called Jump as such:
https://1drv.ms/u/s!Amz_vh8OYDX3vtxc9mfUeOZVHBbu0w?e=hnGuwr
One would think the Jump warning would be gone after the last step, no? 🤔
Here's what my ControlsReader component looks like:
https://1drv.ms/u/s!Amz_vh8OYDX3vtxc9mfUeOZVHBbu0w?e=hnGuwr
AC: 1.76.3
Unity: 2022.2.7
Thanks!
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Comments
Both links point to the same screenshots - did you post the wrong link to ControlsReader?
Be sure to save the asset after adding the new Jump input.
Huh, that is SO strange. I had to close Unity in order for the cahanges to the asset to be persisted. Ctrl + S did nothing... When I opened up Unity again, the runtime suddenly understood they were defined! Probably a bug in Unity 2022.2 🤔
But hey - awesome that you have a solution in place for switching to the new input system, is that package a new addition? 👏
Maybe AC should even be using Input System by default (if it's supported on all your supported Unity versions) 👍
Regarding controller support for navigating dialogues, I got the left/right stick working, but I don't understand how to wire up the d-pad support for Horizontal and Vertical using the Input System...
Come to think of it, there were no warning about the Horizontal and Vertical input not being registered - is there something extra that AC needs in order to listen for them?
I created a repro for the issue:
https://1drv.ms/u/s!Amz_vh8OYDX3vt11o1_qd7KS_AYJgQ?e=1MyZsQ
Thanks!