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AC's Active Inputs

Hi community,

I just want to check, does the Active Inputs use the new Input System from Unity or is it still linked to the old system?

Comments

  • It matches the same source as your game's regular input. If you have the Input System integration Template installed, it'll rely on Input System.

  • Thank you Chris, because the reason I ask is. I want to create like a screenshot mode. Where the cursor dissapear when you press a certain button on the keyboard. I have set it up in the Active Inputs. And I did assign a actionlist to the active input to switch off or on the cursor. But it does not work. Any suggestions?

  • Here is a screenshot of my setup.
    Screenshot-2026-08-15-115059.png

  • What of the input's definition in the Controls asset?

  • Hey Chris please see below.

    Screenshot-2026-08-15-171246.png

  • Are ToggleJournal / ToggleMap being detected correctly? I'm presuming these are Menu inputs.

    I don't see any issue. Are you pressing the input during normal gameplay, and does the ActionList work correctly if you run it manually from the Inspector?

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