I made the (possible) mistake of starting my AC project with Unity's new Input System, but now I can't do eg the QTE Tutorial as new input names don't work as they should.
What's the best way to remove this (package?) from my project without breaking things, please?
(I've found I can use 'InteractionA' for a left mouse click, but trying to create new inputs like 'down' like the tutorials advise (or even using 'Fire1') don't work in my project that had the Input System setting checked on creation)
Or, what's the best way to create a new Input (like up, down, left, right) using the new system, please?
EDIT: in the Player WEBGL settings I tried changing the “Active Input Handling” to “Input Manager (old)” but that caused visual errors. I've since changed it back to 'Both'.
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You can use Input System with AC, but you also need to install the Input System Integration template when running the New Game Wizard. That will provide you with an Input Actions asset where you can define your game's inputs.
Thanks Chris. I think I did this when creating the new project - selected it during the New Game Wizard. What's troubling me at the moment - I'm hoping a simple solution - is I'm trying to assign a button (tab) to 'EndCutscene'. I can see it as a predefined input in the AC Settings - EndCutscene (Button).
I can make a new menu that has a little 'skip' sign bottom right, but all that's happening when clicking it during a cutscene that has dialogue is that dialogue is being skipped and the button isn't being clicked. So I have to mouse-click through all the dialogue and only when there's non-dialogue actions happening can I click the 'Skip' button menu - not ideal.
In my previous game it was pretty easy to set it up (tab = skip cutscene) in the Player Settings. The only difference I can see between the old game and the new game, is for the old game, the new input doesn't have an axis selected, but in the new game it seems I have no choice but to select an axis - x, y, or numbers 3-28.
Is there something else I should be doing, please? I've tried so many things but I can't seem to get tab - or any other button - to register as an input button.
This works in my previous game:

In my current game, this doesn't work:

I've tried using various axis, no luck.
Been going around the bend trying to figure this out - is it perhaps I selected the new Input System when I created the new game?
If so, may I ask how to remove this from my game, please Chris?
When I go to the Player settings and change 'Active Input Handling' from 'Both' to 'Old', I get a bunch of warnings from Unity.
If I select 'No', I can open the project but can't run the game, I get these errors:
If I choose 'New' I can't run some scenes. I have to select 'Both' for the game to run in the Editor.
In my Assets, it looks I have the new Input System installed. And I'm pretty sure I selected 'New Input System' when creating a project with AC's New Game Wizard.
What's weird is I can trigger the button in a test scene with almost nothing in it, I made an 'Active Input' that listens for Tab and when it's pressed, runs an ActionList that prints a message in the console. But for some reason it won't work in my main scene.
These are the errors I'm getting in that scene:

Not quite sure where to go from here, very odd.
Tried to edit but I was too late - I can get the input to register in the test scene with nothing in it during normal gameplay, but in all the other scenes I have set up with stuff happening in them, it doesn't print in the console.
Yheeargh! I wonder what would be different with those scenes vs one with nothing in it? I don't get it.
Here's the error console in the testscene with almost nothing in it, where tab DOES work.
Here's the error console for the 2 scenes I've built where tab DOESN'T work:
For some reason it's not finding my Active Input 'tab' and a bunch of other stuff like 'jump' and 'toggle cursor' etc. Wonder how to fix, please?
All scenes are using the same scene manager.
And if I create a new scene, I get the same error messages and it won't find tab.
Not sure what's special about the one testscene where tab works.
If I set up an Active Input with the 2D Demo Scene, it works fine.
When using Input System, inputs aren't defined in the Input Manager. Instead, they're defined in your project's Input Actions asset.
As part of AC's Input System integration template, such an asset - named Controls - will be generated in your game's Input System subfolder.
The "not found" etc warnings in the Console are showing due to these inputs not being defined in this Controls asset. Ones that you don't intent to use (ToggleCursor, Jump etc) can be safely ignored if you wish - or you can just create inputs with these names that aren't mapped to any actual inputs.
If you've set your handling to "Both", then inputs in your Input Manager (the old method) will only work if AC's integration is not running, as this will force Input System to be used. The integration works via the Event System prefab that the template assigns in the Menu Manager. If the scene already has an Event System, this prefab won't be spawned and the Input System integration will not kick in.
You can remove the integration by deleting the Input System subfolder, but I'd recommend sticking with it and switching Input Handling to Input System, ensuring that no scenes have a local Event System object, and defining your Inputs in the Controls asset.
When using Input System, inputs aren't defined in the Input Manager. Instead, they're defined in your project's Input Actions asset.
As part of AC's Input System integration template, such an asset - named Controls - will be generated in your game's Input System subfolder.
The "not found" etc warnings in the Console are showing due to these inputs not being defined in this Controls asset. Ones that you don't intent to use (ToggleCursor, Jump etc) can be safely ignored if you wish - or you can just create inputs with these names that aren't mapped to any actual inputs.
If you've set your handling to "Both", then inputs in your Input Manager (the old method) will only work if AC's integration is not running, as this will force Input System to be used. The integration works via the Event System prefab that the template assigns in the Menu Manager. If the scene already has an Event System, this prefab won't be spawned and the Input System integration will not kick in.
You can remove the integration by deleting the Input System subfolder, but I'd recommend sticking with it and switching Input Handling to Input System, ensuring that no scenes have a local Event System object, and defining your Inputs in the Controls asset.
Thanks Chris. I've set aside the full day to try and figure this out. Will document my progress at each step.
Thanks Chris - I think, thanks to your guidance, I've got it working. Also managed to find another thread here that helped solve the Esc key triggering both an EndCutscene and Pause Menu. Many thanks.
In AC Settings, inputs are not defined ie box not checked.
In 'Input System > Controls' in its inspector, there's an error message that these actions are not assigned as the Project-wide Input Actions for the Input System. The actions currently assigned as the Project-wide Input Actions are: Assets/InputSystem_Actions.Inputactions.

I click on the button 'Assign as the Project-wide Input Actions'.
When I run the game, I still get the error input actions not found in the console
Chris: "...or you can just create inputs with these names that aren't mapped to any actual inputs."
I am not sure how to do this. I click on 'Edit in Project Settings Window' button, it opens up Project Settings.
After poking around here, I discover there's already an action called 'EndCutscene' that's linked to the 'escape' button, and 'Tab' is in fact linked to Flash Hotspots. (pic) I test this in the game - pressing escape works to skip the cutscene, BUT it also brings up the in-game pause menu. I wonder if 'Both' is listed in the Player Settings and think maybe I should switch it to the new input system rather.


I remove the 'Active Input' entry that would run an actionlist when Tab is pressed, as well as remove the additional axes in the Project Settings > Input Manager called 'Tab' or 'EndCutscene' since it seems that the 'Input System Package' in the Project Settings has this set up already, and I should probably focus only on these inputs for now.
I see 'Active Input Handling' is set to 'Both'.

Chris: "If you've set your handling to "Both", then inputs in your Input Manager (the old method) will only work if AC's integration is not running, as this will force Input System to be used. The integration works via the Event System prefab that the template assigns in the Menu Manager. If the scene already has an Event System, this prefab won't be spawned and the Input System integration will not kick in."
later: "...but I'd recommend sticking with it and switching Input Handling to Input System"
I assume Chris means by 'Input Handling' to refer to the new system and that 'Both' should not be selected. I select 'Input System (New)' and get a prompt to restart Unity editor. I click 'Apply'. Unity restarts. I now see Active Input Handling is set to 'Input System Package (New)'


I run the game - it works thankfully, I still see the errors in the console. And pressing Escape during a Cutscene skips the cutscene but also brings up the in-game pause menu.
https://adventurecreator.org/forum/discussion/16334/problem-with-endcutscene-and-menu-sharing-the-same-binding
I look for 'PlayerInput.cs' script as the poster describes, I find it in an AdventureCreator folder.
Literally adding one tiny line 'return;' after 'ResetClick ();' on line 257 solves this issue:

I test, and now pressing Escape during a cutscene skips the cutscene, and doesn't bring up the in-game pause menu. During normal gameplay, pressing escape brings up the in-game pause menu correctly.
For good measure I test the 'Tab' button and it does flash hotspots.
Btw, also managed to solve the 'Skip' button that I wanted to do the same thing as pressing Escape to skip cutscenes.
I had a 'Skip' button menu that would appear in cutscenes. It would run an ActionList when clicked - invoking an 'Input: Simulate - Button - EndCutscene' action, but when trying to click it, it would just skip character dialogue as a mouse-click normally does, and it would only work when the cutscene was doing stuff that wasn't currently running dialogue.
The solution was instead of the button running an ActionList, changing the click type to 'Simulate Input', simulate 'Button' and Input Axis: EndCutscene.
Yay!
Hi Chris - I've been testing in 2 scenes that work after these fixes, but another scene that I've done quite a lot in isn't launching, with this error:
I asked an LLM and it seems like it's due the mess I made by switching between old and new Input systems. I thought I'd fixed it but this scene seems to not be happy. I'm pretty sure I have the new system selected and running. LLM suggests I set handling to "Both" but I'm not that keen to try that as I think you've explained above that this can cause conflicts, and recommended I stick with the (I think new?) input system.
May I ask if there's a way to fix this, please? The scene uses button-mashing Quicktime events based on the tutorial you made, and goes through a couple cutscenes that use parameters to make the timing get shorter and trickier. Other than that, nothing too special about the scene I think compared to the other ones that work ok.
I tried changing all instances of Input:QTE actions that had 'Fire1' to 'InteractionA', but that didn't fix it.
Does this scene have an Event System present in the scene file itself? If so, remove it. The Input System integration works by spawning in the custom Event System prefab assigned at the top of the Menu Manager - but it won't be able to if one is already present.
Wow, thanks so much Chris - that's exactly what it was! Not sure how it got there but there was a Game Object called 'EventSystem' in the scene. Disabling it allowed the scene to run. So pleased and relieved I don't have to recreate this entire scene again, many thanks as always. (人´• ᗨ•`)