Hello all, appreciate any help to unravel my brain.
I'm attempting to do something which seems quite simple, although I've got lost in the various complexities around legacy and new input systems, and internal input systems. I've tried running through the manual a couple of times, searching forum posts and testing various aspects, but still stumped.
I'll illustrate my issue with an example:
I add a new Active Input, and wire it up to a simple action (for now), I'm using the playing of a sound, I'm struggling to get that action to trigger.
What confounds things is that if I use the default action (Pause Game), and point it at my new Action List, fine... I get my sound.
But, use any other of the predefined actions from Input Manager (say 'Submit'/Enter or 'Jump'/Space) then I get nothing. Create a new Axis in Input Manager, still nothing. To double check things, I use 'Menu'/ESC (as used in Pause Game) then it works again.
So, one of the Inputs works ('Menu/ESC'), but others don't.
Why this seems so confusing is I'm not sure how the legacy Input Manager, the new Input System Package, and the built in Inputs (interactionA, interactionB etc.) all interact with each other.
Going to dive into the code but wanted to post here too, in case someone with more experience can shine light on the problem.
Many thanks,
Daniel
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Welcome to the community, @Efergan.
If you've installed AC's Input System integration template, then all of AC's inputs will be read via Input System. Any inputs you define in the Active Inputs Editor will need to be defined in the integration's Controls asset, which you can find inside the Input System subfolder of your game's directory (the one created by the New Game Wizard).
This will be the case even if your Project settings' Active Input Handling field is set to Both (i.e. Input System and Input Manager). While this setting will technically allow both systems to be used in your project, AC will use one or the other, depending on the presence of the Input System integration.
To give a brief technical overview: all of AC's Input reading (for both built-in inputs, and user-defined ones listed in the Active Inputs Editor) are routed through the PlayerInput component.
This component will read from Input Manager by default, but delegates can be used to override this behaviour, allowing the input source to be modified. The Input System integration uses this feature to override the source to Input System. Under the hood, it's the same override system covered by the Manual's "Remapping inputs" chapter.
If your project is a bit different to what I've described above, however, feel free to share screenshots and I can cater my advice to your specific setup.
Thanks for a great response (and thank you for a great piece of software).
I think my installation of the Input System Integration had failed somewhere, likely due to human error. Your info helped me navigate my way through the system now working.
Thank you!