This post is shamelessly a copy/paste from my post on the Unity Forums : https://forum.unity.com/threads/input-system-doesnt-trigger-anything-anymore.717386/, but Stack Overflow seems more active
TL;DR : InputSystem worked some days ago, don't trigger anything anymore, halp.
I tried the new Input System some days ago, and that's really neat ! I did a lot of stuff, trying to understand the best way to use it, and, in the end, I had a character jumping and moving everywhere, that was cool ! Then, I merged my code in our develop branch and went to bed.
Today, I want to continue my code, but my character doesn't move anymore, Actions are not triggered (even if inputs are detected in debugger) and I really don't know why. Either the code merge overwrote some important settings (I know what you're thinking and yes, the "Active Input Handling" is set on "Both" and I tried only running the preview) or I did something important during my little tests and I didn't realize.
So I decided to try to reproduce my steps on a fresh new project, maybe you guys can help me figure what do I do wrong ?
1/ Create a new 2D project (via the Hub)
2/ Install the latest Package (version 0.9.0)
3/ Click Yes on that message prompt to activate the new Input management in the settings
4/ Restart Unity Editor since it didn't restart even if the message said it would and check the project settings (yes, it's on "Both", and yes, my Scripting Runtime Version is 4.0)
5/ Create a new GameObject and add a PlayerInput on it
6/ Click on "Open Input Settings" and create an "InputSettings" asset
7/ Click on "Create Actions..." to create my ActionMap asset
8/ Create a "TestAction" on my "Player" ActionMap and set it to the key "t"
9/ Create a new Script "TestScript" that contains a OnTestAction() method (that only logs "test") and enables the test map/action (just to be sure) :
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.PlayerInput;
public class TestScript : MonoBehaviour
{
void Start()
{
InputActionMap playerActionMap = GetComponent<PlayerInput>().actions.GetActionMap("Player");
playerActionMap.Enable();
playerActionMap.GetAction("TestAction").Enable(); //Just to be sure
}
public void OnTestAction()
{
Debug.Log("test");
}
}
10/ Pressing "Play" and spamming "T" like a madman to try to display a debug (note that, in the debugger, a User is created, my "t" presses are detected, my TestAction exists and is mapped on the "t" key but no debug is displayed
It's probably a silly problem, but it's driving me crazy, what do I do wrong ? It's even more infuriating that it worked some days ago !
Additional information :
- Switching the Input Management from "Both" to "New Input System (preview) does nothing
- Checking in Update() is my action is enabled returns "True" every frame
- Checking in Update() is my action is triggered returns "False" every frame
- Using action.started/triggered/performed does nothing (I tried also switching to UnityEvent or C# events for this) :
public class TestScript : MonoBehaviour
{
InputAction a;
void Start()
{
InputActionMap playerActionMap = GetComponent<PlayerInput>().actions.GetActionMap("Player");
playerActionMap.Enable();
a = playerActionMap.GetAction("TestAction");
a.Enable(); //Just to be sure
a.started += OnTriggeredTestAction;
a.performed += OnTriggeredTestAction;
a.canceled += OnTriggeredTestAction;
}
public void OnTestAction()
{
Debug.Log("test");
}
public void OnTriggeredTestAction(InputAction.CallbackContext ctx)
{
Debug.Log("test triggered");
}
}
Injecting directly the InputActionReference of my TestAction and using it does nothing
Forcing "Default Control Scheme" and "Default Action Map" does nothing
Using BroadcastMessage or UnityEvents doesn't work
You probably tried to import a new input system package for multiple input devices compatibility. These types of errors are due to conflict between old and new input system packages and are probably resolved in the latest updates.
To resolve this issue, Go to Edit -> Project Settings->Player->Under Other Settings under Configuration is the option Active Input Handling. Select Both. Unity will restart. Now your problem should be solved. You will be able to use old input system packages and the new ones also simultaneously.
Check for rogue users in the input debugger
I was having very similar symptoms (Input System would randomly just stop sending callbacks). When I opened up the input debugger, it was registering the key presses, but the callbacks were never being called in my script.
Restarting Unity didn't help.
Rebooting didn't help.
I also discovered in the input debugger that there were 2 "users" in the input system and (by process of disabling Game Objects in the scene one at a time) discovered that I had accidentally attached another copy of my Input Action Asset to a different Game Object in the scene and that Unity was registering this other object as a 2nd player or "user", which was assigned all the input action bindings I was trying to capture.
The rogue Action Asset was essentially intercepting the actions, preventing the callbacks from being called on the intended script. I don't know if that's your particular issue, but maybe it will help someone else who (like me) has spent hours pouring through forums, looking for a solution to this elusive problem.
An easy way to tell if you have the same problem is to open the input debugger and see if the desired actions are actually mapped to the user of interest.
Screen clip of input debugger:
For me, there was an unexpected User #1 and only one of the users (not the intended one) actually had keys bound to the desired actions
Posting just incase others run into this issue, as this solved my problem. Make sure to call Enable() for it to start routing events.
//Create a and set the reference
private InputControls _inputMapping;
private void Awake() => _inputMapping = new InputControls();
//Route and Un-route events
private void OnEnable() => _inputMapping.Enable();
private void OnDisable() => _inputMapping.Disable();
I don't know if this will work for you but it worked for me and I was having the same issue.
I had created 2 control schemes. Mobile and Pc. Mobile required touch screen and PC required keyboard and Mouse. Doing this made my Mobile input event stop firing. So adding the Gamepad to my Mobile Control scheme allowed the events to fire again.
TLDR. Check your control scheme make sure it allows for the inputs your binding to.
I had a similar problem, reproduced with exactly the steps described in the question.
In my case, I forgot to set control schemes.
The problem was fixed after adding them.
To do so:
Open your Input Action Asset.
Select a control scheme, in the upper left corner. (say, Keyboard) (if you haven't added a control scheme to begin with, your problem may be different than mine)
Go Right Click > Edit Control Scheme.
EditControlScehme Screen Img
Click on the plus sign to add a control scheme to the list.
Add control scheme to the list Screen Img
Select the control scheme you want to add. (in this case, Keyboard)
Select control scheme Screen Img
Should look like this:
Added control scheme Screen Img
You're all set. Save everything and the problem should be fixed.
Play your game and it should work.
As of at least Unity 2020.1.2 and Input System 1.0.0 the input system will randomly stop working correctly. The only fix I'm aware of is restarting Unity.
Related
Edit
I found out, that the requirements for showing a notification consist of setting a content-title, a context-text and a small icon. The last of which I do not do. Unfortunately, I don't know, how to provide a small icon especially in unity.
Original Question
I'm currently trying to show a notification from a unity-instance via android. I want to show the notification, when the user enters a specific gps-area. Thus, the script should run, when the app is paused. That's why I want to use the android-functionality.
With this code, I currently try to show the notification manually:
public void createNotification(){
NotificationManagerCompat nManager = NotificationManagerCompat.from(curContext);
NotificationCompat.Builder builder = new NotificationCompat.Builder(curContext, CHANNEL_ID)
.setContentTitle("Stuff")
.setContentText("MoreStuff")
.setPriority(NotificationCompat.PRIORITY_DEFAULT);
nManager.notify(1551, builder.build());
}
The context is stored in a static variable and is set, when calling the method.
The function is called in C# with:
PluginInstance.Call("createNotification");
The PluginInstance works, the function can be called, but I get the error:
AndroidJavaException: java.lang.NoClassDefFoundError: Failed resolution of: Landroidx/core/app/NotificationManagerCompat
I found the solution for my problem: I used the Unity Android Jar-Resolver in which I provided the *Dependencies.xml (Where the * presents the Name of my project). In the *Dependenices.xml I specified: <androidPackage spec="androidx.appcompat:appcompat:1.1.0"> and run through the steps, provided in the Tutorial of the Resolver.
Afterwards, multiple dependencies appeared in my /Assets/Plugin/Android-Folder, which were successfully transferred to the app, when building it.
I am attatching an HTC Vive tracker to a real life object to use that object in game. The tracker is found in the game itself and the movement and rotation are updated perfectly fine. But getting the input to work is the problem here. The Tracker its pins are connected correctly and the input can be seen working in the Input Debugger in the SteamVR Input Binding Tool.
I have tried to find any help on the internet but everything seems to be outdated. The controller themselves do work with the custom input function I have added but the tracker refuses to work. There are no errors at all. The code simply calls a shoot function to shoot a bullet out of a gun. The input is recieved by the controller, both of them, but the tracker which has the exact same settings as the controllers doesn't seem to work.
[SerializeField] private GunScript gunScript;
[SerializeField] private SteamVR_Action_Boolean input;
void Update()
{
if (input.stateDown)
{
gunScript.Shoot(gunScript.ShotTransform.rotation);
}
}
The current output does shoot the gun when using the trigger which is set in the Input Binding Tool when using a normal controller, but when pressing the trigger attatched to the tracker nothing happens, no errors either.
// on start
var allDevices = new List<InputDevice>();
InputDevices.GetDevices(allDevices);
InputDevice tracker = allDevices.FirstOrDefault(d => d.role == InputDeviceRole.HardwareTracker);
// on update
tracker.TryGetFeatureValue(CommonUsages.devicePosition, out var pos);
tracker.TryGetFeatureValue(CommonUsages.deviceRotation, out var rot);
// NOTE!!! pos and rot are in world position so you have to translate it to floor
SteamVR_Action_Boolean.stateDown is a shortcut to SteamVR_Input_Sources.Any
but as you can see in SteamVR_Input_Sources there is no entry for trackers at all so also Any will not get a tracker input.
There are a ton of tutorials for how to get controller input but I also couldn't find anything about getting button input for Vive Trackers. Apparently this is not intended ...
It makes sense though since the button is also the Trackers connection/power button ... it would probably not be a good idea to make the User press that button in order to trigger some actions.
In their HTC_Vive_Tracker Guidelines they point to
If you encounter problems in enabling VIVETracker(2018)on Unityor Unreal, refer to the following links:
For Unity 3D developers:
Downloadlink for the ViveInputUtility package: AssetStore or GitHub
Vive Input Utility source code repository:https://github.com/ViveSoftware/ViveInputUtility-Unity
Maybe there is something helpfull there though it seems this is also more for controllers etc. not for getting the Tracker's button input.
Can someone please tell me whey I am getting a black screen with no video, only sound?
private void screen1btnPlay_Click(object sender, EventArgs e)
{
ScreenOne playScreen1 = new ScreenOne();
playScreen1.PlayScreenOne();
}
... and the other form is like this:
public partial class ScreenOne : Form
{
public ScreenOne()
{
InitializeComponent();
}
public void PlayScreenOne()
{
axVLCPlugin21.playlist.add("file:///" + #"Filepath", null);
axVLCPlugin21.playlist.play();
}
}
Sound works fine, but no video. All the properties of the VLC are left to default, is there something I need to change when using this plugin across multiple forms? Anyone know what's wrong?
Update:: I rebuilt the program in WPF and I am having the same problem. When I have a button on the second form (same form as player) it works fine, as soon as I call it from the main form, sound only. ugh!
I dont know but i can give some solution suggestions,
Make sure the VLC program is installed as 32-bit. I dont know, I've solved a problem that way.
I think high probabilty your problem is based on about "C:\Program Files (x86)\VideoLAN\VLC\plugins" Check your plugins. maybe your audio_filter, audio_mixer, audio_output plugins are missing.
you can remove Vlc, then download and install last VLC 32 bit.
I think that will solve your problem. Dont forget AxAXVLC works with vlc plugins.
I figured out my problem on my own!
When I was creating this instance,
ScreenOne playScreen1 = new ScreenOne();
I was actually creating a redundant instance of what I was trying to do, I'm not sure if that's the right way to put it but I basically already had an instance of the second form and was making another separate instance of the form that was named differently.
I already had in my code to open the second form
Screen2 Screen2 = new Screen2();
private void openScreen2Button_Click(object sender, EventArgs e)
{
Screen2.Show();
}
Then later was doing this which is WRONG, I was adding playscreen1 when I should still have been using Screen2.
Screen2 playScreen1 = new Screen2();
playScreen1.PlayScreenOne();
So when I wanted to use the method to play the media player on the second form from the first one, I just needed to use the same instance of Screen2 that I had created to open the form to begin with instead of created a new instance for what method I wanted to use.
IDK if my explanation makes sense, or maybe its basics to most people (I'm a noob), but if anyone comes across this problem, message me and I'll try to help.
o7
I'm using the Canon SDK 2.1 and i am trying to take a picture at the camera from C# code.
I started a session (EdsOpenSession) and everything works fine with this line of code:
EDSDK.EdsSendCommand(cameraDev, EDSDK.CameraCommand_TakePicture, 0);
the camera takes a picture and stores it on memory card.
The problem is here: if there is an AF error (e.g. the lens cap is on), the camera gets 'BUSY' and never gets back.
Also if i try to shut down the EDSDK with the functions EdsCloseSession or EdsTerminateSDK, they blocks. The only thing to get it up again is to restart the application and the camera.
I'm using an EOS 100D.
What can i do to get ignore these AF error and try to take another picture?
I have also just had this issue.
I have solved it by Sending a half button press to focus followed by a full button press to take the photo if that succeeds.
try
{
EDSDK.EdsSendCommand(cameraDev, EDSDK.CameraCommand_PressShutterButton, 1); // Half
EDSDK.EdsSendCommand(cameraDev, EDSDK.CameraCommand_PressShutterButton, 3); // Completely
}
finally
{
EDSDK.EdsSendCommand(cameraDev, EDSDK.CameraCommand_PressShutterButton, 0); // Off
}
I have the same problem with Canon EOS 1100D, but I've found http://digicamcontrol.com which is open source. They've managed to make autofocus working, but I haven't found what exactly they did. Maybe you can find it. I if you do, please share the solution.
I am trying to create a UI test in VS 2010 using IE 9 in IE 8 compatibilty mode however when trying to record an action recording many of the steps fail. Then when I manually code in the missing steps and try to fill in a log in form with a username and password I get an exception that says I have failed to perform an action on hidden control.
The UI Test code:
public void Recordedmethod()
{
BrowserWindow uILogInWindowsInternetWindow = this.UILogInWindowsInternetWindow;
HtmlHyperlink uILogInHyperlink = this.UILogInWindowsInternetWindow.UIHomePageDocument.UILogInHyperlink;
HtmlEdit uIUsernameEdit = this.UILogInWindowsInternetWindow.UILogInDocument1.UIUsernameEdit;
HtmlEdit uIPasswordEdit = this.UILogInWindowsInternetWindow.UILogInDocument1.UIPasswordEdit;
#endregion
// Go to web page 'http://localhost:15856/WebSite1/'
uILogInWindowsInternetWindow.NavigateToUrl(new System.Uri(this.RecordedMethodParams.UILogInWindowsInternetWindowUrl));
// Set flag to allow play back to continue if non-essential actions fail. (For example, if a mouse hover action fails.)
Playback.PlaybackSettings.ContinueOnError = true;
// Mouse hover 'Log In' link at (1, 1)
Mouse.Click(uILogInHyperlink);
// Reset flag to ensure that play back stops if there is an error.
Playback.PlaybackSettings.ContinueOnError = false;
// Type 'test' in 'Username:' text box
uIUsernameEdit.Text = this.RecordedMethodParams.UIUsernameEditText;
// The following element is no longer available: IE web control; Process Id [6320], window handle [3168166]
// Type '********' in 'Password:' text box
uIPasswordEdit.Password = this.RecordedMethodParams.UIPasswordEditPassword;
// The following element is no longer available: IE web control; Process Id [6320], window handle [3168166]
}
This is an issue linked to an Internet Explorer patch that was released in September.
KB2870699
This affects VS2010 and VS2012.
Microsoft released a patch that corrects the issue for VS2012 (and I've confirmed that it fixed the issue for me).
http://blogs.msdn.com/b/visualstudioalm/archive/2013/09/17/coded-ui-mtm-issues-on-internet-explorer-with-kb2870699.aspx
Currently the only workaround for VS2010 is to uninstall the patch (KB2870699); however, as with any sort of security patch you'll want to consider carefully whether pulling it is safe to do given your situation.
EDIT: This was not a fun bug for me to deal with. I had just upgraded to VS2012 from VS2010 and all of a sudden I found none of my previously functioning CodedUI tests working. I assumed it was an issue with VS2012 and after banging my head against the wall for the better part of a day I found out it was an issue with a patch. It was just my luck that I upgraded to 2012 at the same time the patch had been installed on my system. Good times!
There is actually an updated for VS 2012 to fix this issue
http://blogs.msdn.com/b/visualstudioalm/archive/2013/09/17/coded-ui-mtm-issues-on-internet-explorer-with-kb2870699.aspx
Hope this helps!
I was having the same problem with my coded ui test. It's an issue with VS-2012 i guess, i tried every update (installing/uninstalling them and everything..) nothing worked.
I tried VS-2013 Ultimate and it worked.
You can use exception handling to capture the error while still not having the test failed.
The test is failing because at the time it performs click action, the control is hidden.
try
{
//your code goes here
}
catch(FailedToPerformActionOnHiddenControlException e)
{
Console.WriteLine(e.Message);
}