Can anyone help me with this? I'm using the old input system to turn modify iOS taps to run an action list in just one scene. I'm using the input called "Fire1", for Mouse 0. I've created an Active Input in ACs Active Inputs menu Label:Shoot, Input button:Fire1, Input type: Button, Responds to On Button Up, Available when game is Everything, ActionList when trigger: my shoot gun action list asset.
In this one scene in my OnStart I chose Input:ToggleActive, choosing the active input Shoot, new state ticked.
Sometimes it calls the actionlist, sometimes not. Most every time it works in the editor, but in the build not always. I can see my standard cursor tapping where it's supposed to, but it's definitely not calling the action list.
Any suggestions on why this would happen? Would using the New Input system make any difference?
Unity 2022.362
AC 1.85.1
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Comments
Your title suggests there's an inconsistency amongst different scenes - is this a case where it always works in one scene, but never works in another? Or is it seemingly random?
If you're detecting taps with a mouse input though, then it's down to whether or Unity "allows" that, so there may well be inconsistency.
Input System should be able to get around this, because you can specify specific touches as inputs, however you can also use a very simple script to bypass Active Inputs and just run an ActionList directly:
Thanks I'll try that instead.