Forum rules - please read before posting.

unity 6 input system

Hi,
I have been using the old unity input system, but recently switched to the new one. Since changing my mouse clicks do not seem to be working. IE I cant select hotspots, or move my player using point and click.
Keyboard inputs seem to be working, I even added a binding for 'J' to jump and that works. I can also click on UI successfully.
I have tried disabling all UI in case there was something blocking the clicks, but made no difference.

I have the EventSystem_InputSystem prefab assigned in the Menu Manager, and the Controls assigned under the player input in that prefab.

Any thoughts about what I might have wrong?

To switch input systems I changed to the new input system in the Project Settings, restarted Unity, removed input folders from my project folder, and then installed the integration template using the New Game Wizard.

I do not have anything assigned in Project-wide Actions in the Project settings

Thanks

Chris

Comments

  • The installation sounds all correct - what's your AC version, and is your Input method set to Mouse And Keyboard?

  • Unity version is 6000.3.6f1 and AC version is v1.84.0

    Yep input method is set to Mouse and Keyboard, movement is point and click and I have 'mouse clicks have default functionality' selected.

  • We'll need to check if this is isolated to your current game.

    Use the New Game Wizard to create a new Point and Click game, with the Input System Integration, Sample 3D Scene and Sample 3D Character templates. Do they all work as intended?

  • Thanks, a new game works fine. If I switch managers (using the XX_managerpackage) to my game manager it stops working, switching to the test game managers it works. I will do some comparison between the two and see if I can figure out what is happening

  • I switched out managers one by one and it appears to be the settings manager. The most obvious difference is the movement section. I did upgrade AC from a much earlier version a while ago, so the movement section in my settings manager might be old.
    Is there a way to update my manager, or shall I take a copy of the new one and set all the settings to match mine and use that instead?

    Comparison image

  • The comparison image is private, I'm afraid I cannot view it.

    Did you go through the "Upgrade notes" sections in the Changelog between each version jump? That will alert you to any changes to AC that may require manual intervention.

    Copying the new one and assigning that as your Settings Manager is perfectly fine - but bear in mind that the Settings Manager is also where global Events and Active Inputs data are stored. If you've made use of these features, they too would need to be transferred.

    One way to more directly compare two Settings Managers is to right-click the asset files and choose Properties, then examine both side-by-side.

  • Thanks Chris,
    after a lot of playing around I have found that there is something wrong with one of my menus. Even though it is not active, it seems to be blocking mouse clicks. I will investigate that a bit more

  • also I have made that image public in case anyone else is looking through this thread

  • What it ended up being is my inGame menu. I had created my own that has multiple buttons, one in each corner. I had a panel that filled the screen, and that was my rectTransform boundary. I think that was blocking all mouse clicks. I have changed it now so that all the buttons are in one corner and the panel is a small part of the corner of the screen. I'm sure my original full screen setup had been working though, its been like that for a couple of months.
    What would you suggest as best practice for having multiple buttons on screen during gameplay?

  • also I have made that image public in case anyone else is looking through this thread

    The Movement section adapts based on the "Movement method" field in the Interface section. Check that both are set to the same value, i.e. Point And Click.

    What would you suggest as best practice for having multiple buttons on screen during gameplay?

    You want to your Menu RectTransform boundaries to represent the visible space of the Menus as accurately as you can. If a Menu consists of two buttons in opposite corners, the boundary will span across the screen with a lot of empty space. In such a case, it's better to split them up into separate Menus.

  • Thanks Chris, I think I had misunderstood the way the menus UI works - I had assumed that menus would act like standard UI, but I will look at separating these buttons into their own menus as you suggested. Thanks for the quick responses

  • Generally, the Menus do act like standard UI. But when it comes to the RectTransform boundary: this is what AC uses to determine if the mouse is over a Menu, vs in the game area.

Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.