#๐Ÿ–ฑ๏ธโ”ƒinput-system

1 messages ยท Page 62 of 1

cloud anvil
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i saw what u said

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the vector and value thing

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and the jump works the same?

austere grotto
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jump?

cloud anvil
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like,jumping

austere grotto
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I don't know anything about the tutorial you're following.

cloud anvil
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no like,making the bean jump

austere grotto
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Yeah I understand you're talking about making your character jump. I can't tell you if it "works the same" because I have no idea how it works in your tutorial

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Most likely it's fine

cloud anvil
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with something similar to what u told me

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i mean,looks the same

inland quail
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Hey! I am using the new input system and I'm adding sprint to the character. what would the code be? triggered is well... just toggling

cloud anvil
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how do u open it cause im too new to this,i dont even know how to open the script editor

inland quail
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How to use the new input system in Unity! Next video will show how to make a character controller using the input system.

๐Ÿ“ฅ Get the Source Code ๐Ÿ“ฅ
https://www.patreon.com/posts/38331467

๐Ÿ”— Relevant Video Links ๐Ÿ”—
แ…Next part
Make a SIMPLE Character Controller using Unity's NEW Input System
https://youtu.be/w1vC32e11wU
แ…Playlist
Unity Beginner Mini...

โ–ถ Play video
cloud anvil
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thx

fierce parrot
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.

jagged wyvern
fierce parrot
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k thx

jagged wyvern
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Its better in some ways

cloud anvil
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what should i use,visual studio editor or code editor

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in package manager i only got visual studio code editor and visual studio editor

vast portal
cloud anvil
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now that i look,both are in my project but still doesnt seem to open the code editor

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ok nevermind

vast portal
cloud anvil
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I can't figure this out

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got any ideas?

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it's simple enough for me to understand whats going on,but i cant figure the issue

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ive used like 4y ago C++ so i know a bit about whats going on,but not enough

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i tried sth else and now i got 7 errors ๐Ÿ˜‚

cloud anvil
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I didnt?

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in wich line?

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dont thell me that i had to write playerInput instead of PlayerInput

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so the p is not caps

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so i have to switch it with with what u wrote here,basically

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and i guess that P instead of p makes a difference

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makes sense

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thanks for your help,ill deal with the issues tomorrow

barren stump
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it's like it's dropping tons of scroll inputs

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mouse scroll works fine in any other context

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It's also happening on 2 different mice

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if I scroll somewhat slowly, it doesn't pick up any input at all

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Action:

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binding:

ember anvil
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@barren stump How about something like this

cloud anvil
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can someone explain wtf is going on here ๐Ÿ˜‚

ember anvil
cloud anvil
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both,thank you very much ๐Ÿ˜‚

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ngl,i never got around to learning how to screenshot

tame oracle
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Hey! Is there a way in the new input system that i can disable all external devices (mouse, gamepad, keyboard etc) and then add my own? I want to preserve bindings. For example I disable gamepad, add one programmatically then queue event via code that trigger X button on my "mocked" gamepad

barren stump
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I do have the input directive for the input system

ember anvil
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@barren stump

barren stump
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oooh the PlayerControls is the inputactions asset

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for it was generated to have the same name as the project

cloud anvil
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why is it so hard to add movement

barren stump
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thanks, I was able to fix. the problem was that I had my camera movement processing in fixed update

cloud anvil
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um...can someone help me with the namespace stuff

austere grotto
cloud anvil
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yea....i will after im done with the finals

tame oracle
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Hey Is there a way in the new input

rugged ingot
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Does anyone know how to assign a user to a game object. I have a character select screne which creates the different users, then the scene loads the level. my spawn points spawn all the players that are going to be playing, but the player input component on my player prefab is creating an additional user

surreal moth
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is there a way to simulate touch/tap events from editor with the new input system? Trying to google it only yields results relating to the default input system

austere grotto
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clicking with the mouse works

surreal moth
surreal moth
surreal moth
austere grotto
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Sould just be part of the input system package

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Make sure those are real errors in Unity not just in your IDE

surreal moth
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Whatever is current and latest, version 1.3.0

surreal moth
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I literally just made a new project, installed new input system, tried to register touch, and it doesnt work, doesnt recognize

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I havent done a single fancy special thing,I havent changed any settings

surreal moth
# austere grotto Sould just be part of the input system package

Learn the basics of Unity's new Input System by creating a demo project that can place a 3D model by dragging it off the User Interface (UI) and dropping it into the world, move the camera by dragging one finger and zoom the camera by pinching two fingers.

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I found the input debug options to turn on 'mouse click as tap'

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How do I get the touch position from the new input system?
For mouse you can do this (pictured) but that only works because it gets the mouse position every frame, I need the tap position before the tap itself executes

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uh, I have no idea wtf is going on but the top one doesnt work and the bottom one does work

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if I rem out the top one, it understands the bottom one

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I dont see a difference

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those are exactly identical in my eyes

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can anyone explain this?

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like, im not crazy, that's impossible and stupid, right?

surreal moth
cloud anvil
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maybe copy paste the one under

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in the place where the one above is

surreal moth
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Im not trying to solve the bug, im trying to understand what the bug is in the first place so that it never happens again
I can just use the bottom one of I want the bug to go away

cloud anvil
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doesnt it say in the place where errors show up?

surreal moth
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but that shouldnt be neccessary because what is happening there is impossible

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the top one just says 'type or namespace' doesnt exist, standard error

cloud anvil
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i had that issue too

surreal moth
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after saving, quitting, reopening it, now it has tons of ?s in it

cloud anvil
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apparently writing "namespace UnityEngine.InputSystem" did it for me,but i ditched that code for another one,cause that one had like 5 errors i couldnt figure out

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but dont take my word,im very very new to this

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and very bad

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but ill get better

west oracle
rugged ingot
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how do I attach an inputuser to a gameobject? like, attach controller A to player object A. I have my character select screen and add the playerconfigurations to a list. now in the game, I need to attach those configurations to the players.

west oracle
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@rugged ingot One of the best examples of this available is the Unity "Vikings" demo

rugged ingot
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@west oracle I watched the youtube video that unity made. I didn't know the demo would help. I will download it. Thank you

west oracle
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I also made a pile of these a while back; its a bit outdated now but the last one (local multiplayer) could be of use to you

surreal moth
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How do I raycast a tapped position?

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everything im trying is failing, and googling isnt yielding any results either

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this is stupid, this should be simple, literally every single mobile app in the world has to do this basic step

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so why is there no reasources

west oracle
surreal moth
surreal moth
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the DrawRay doesnt draw anything

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I cannot find the debug anywhere in the scene at all

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I dont even have a canvas yet

glad junco
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Is it possible to make a mod for a game with a different input system?

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Like is it possible to make 2 mods for the same game but they both have different systems?

west oracle
surreal moth
west oracle
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lol thats fair - this document is shit

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What're you trying to accomplish in general? I'll get ya a headstart ๐Ÿ™‚

surreal moth
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I cant even register a raycast right now

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I feel fucking stupid because this is bellow baby tier, this is literally the most basic of basic literally every mobile app must have

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why is everything so hard, why am I so fucking stupid

west oracle
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There's a few approaches! If you want to use the Unity EventSystem, you go the Physics2DRaycaster approach. if you want to directly raycast, your method pasted above is pretty close

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EventSystem is probably the most "Modern" with built-in events like multitouch, drag, drop, etc

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What Unity version ya on?

surreal moth
west oracle
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2021?

surreal moth
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turns out I am on 2020.3.32

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I just assumed a brand new project would have been latest by default but I guess thats just another way that im stupid, assuming a new thing would default to new

west oracle
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lol, changing Unity versions is a big commitment ๐Ÿ˜›

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Lemme whip up a quick example of 2D Physics Object interactions

surreal moth
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I don't even want this to be a physics object, I am just trying to register the tap

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there is no physics interaction going to be happening of any kind

west oracle
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ah, this is why I ask ๐Ÿ™‚

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does the object have a Collider?

surreal moth
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Yes

west oracle
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or is it a Canvas Object?

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all "Colliders" in unity are based on Physics. the Canvas stuff is entirely separate.

surreal moth
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Collider2D, because thats the only way in past projects ive been able to get raycasting to work

west oracle
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gotcha - yea thats "Physics2D"

surreal moth
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If this is for mobile I should probably throw all this out and do Canvas shouldnt I? because it actually matters on mobile performance stuff like that?

west oracle
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(Honestly 2D phys is probably more efficient than canvas; but Canvas has a lot of quality of life features for UI things like masking, scrollbars, etc)

surreal moth
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Yeah I might have to add canvas later for UI stuff but right now I was focusing on the game interactions

west oracle
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here ya go

surreal moth
surreal moth
# west oracle

Unity wont let me drag that in, and it wont show up in the folder that its in when I go package manager -> import

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why does everything have to so hard

west oracle
surreal moth
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why is there a difference between import package and import package

west oracle
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different type of package ๐Ÿ˜›

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(Unreal is even worse about this - it stems from being a technology platform thats been around for more than 10 years)

surreal moth
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Yeah a ton of bad decisions stacked on worse decisions that cant change because of legacy code ๐Ÿ˜ฌ

west oracle
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shrug

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I've been using Unity since November 2009

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Seen some things.

surreal moth
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I have been since 2018 yet somehow I still cannot do the most basic thing

west oracle
surreal moth
# west oracle

I am looking at your package and I have no idea how any of it works. There doesnt appear to be any code at all? Yet it registered a tap

west oracle
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ClickableObject.cs

surreal moth
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Yes I looked at it thats what I mean, it has nothing but a debug.log

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there's no code there at all to handle a click, raycast, etc

west oracle
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Correct! It implements the IPointerClick handler

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the EventSystem, and Physics2DRaycaster do the heavy lifting with this method

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so your objects only need simple interfaces

surreal moth
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when I try to goto implimentation it cant because I assume its a unity package thing

west oracle
surreal moth
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I really don't like using external packages like this because I have no idea at all how to use it, like its great that it does this ONE narrow use case, but the instant I have to do anything else other than click a thing, I can't do it because im rely on a black box that I have no comprension of

west oracle
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its not external

surreal moth
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external to my own code base*

west oracle
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its been built into Unity since ~2012

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If you wanna do your own barebones raycasts I can make an example of that too!

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EventSystem is just a quick n' simple way to deal with it.

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for mobile in particular, it greatly simplifies dealing with multitouch

surreal moth
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the 'right' answer is that I should be using event system if it does everything better

west oracle
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I do barebones sometimes too ๐Ÿ™‚ depends on the situation

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but for example, you can get the ray from inside that method too

surreal moth
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Will this even work on mobile? Because it says 'pointerclick' and mobile devices have neither pointers nor clicks

west oracle
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"Tap" and "Click" are pretty synonymous

surreal moth
surreal moth
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and its worse because I cannot find the internals of this thing to gain comprehension of it

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Thank you for your help by the way, I would be stuck, lost, and probably in mental health crisis right now without it

west oracle
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thats what the discord is for! ๐Ÿ™‚

surreal moth
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im supposed to be a professional developer but I can't do a single thing right and I get into agonizing pain the instant anything doesnt work right :/

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iunno how everyone else handles this stress pain

west oracle
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persevere! its worth it.

surreal moth
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because I am not seeing the linkages between that and the event system, and your example takes a tap without even considering the new input system at all

west oracle
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"Yes" ๐Ÿ˜ฆ

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it does actually!

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If you add a Standalone Input Module, but have the New Input System enabled, it'll prompt you to update yours tuff

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which it does pretty seamlessly ๐Ÿ™‚

surreal moth
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Oh its there its just using a default set up

west oracle
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ya - there you go.

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wrangling the new input system itself can be a whole couple days of learning though lol

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I defer to my own tutorials ๐Ÿ˜›

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Anyway, this is why I say the "EventSystem" approach is probably the easiest to get started with.

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Once those few modules are setup, you're pretty good to go with interactions using tap, gamepad, mouse, keyboard, etc.

surreal moth
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thank you for the help, I will look at those tutorials

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im afraid im in mental health freefall now and deeply in crisis because im a worthless failure so ill read them later after im done self abusing

west oracle
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Take care of yourself โค๏ธ Learning new things can help in a lot of ways on that front.

sly frost
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How Can i fix that my keyboard wasd and GamePad Left JoyStick uses same axis so how can i use it differently

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So its like i am using split screen so 2nd player uses joystick to control and 1st player uses wasd(Keyboard) but as i am Using Horizontal and Vertical as my KeyBoard WASD when i try using left joystick it also control the player 1

coral terrace
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Please tell me this is just a bug. Even with an array of Input Actions, they all just match each other. I'm SO close to getting this working.

austere grotto
sly frost
austere grotto
sly frost
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Ya bcz i am a beginner and the new input system is kinda hard for me

coral terrace
austere grotto
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Sounds like you have a bunch of references to the same action in your list

coral terrace
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I donโ€™t have an Actions file set up iirc. I thought I found a way to get away with not using it because of how itโ€™s all structured

austere grotto
cloud anvil
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there anyone here who knows what the input key for left mouse button is,cause i aint finding it

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nevermind

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fixed it

coral terrace
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Array of actions issues

sick dock
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hey im watching this tutorial and i have several questions
https://www.youtube.com/watch?v=HmXU4dZbaMw

BMo

The "new" Input System in Unity still doesn't come pre-packaged and is complicated to understand at a glance. It's no surprise new game developers don't know where to look in the engine to find it, or how to use it.

In this tutorial, learn how a beginner can adapt their current project to use the new input system in a simple way, as well as usi...

โ–ถ Play video
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  1. he adds a PlayerInput component every single time, but then proceeds to delete it shortly afterwards? Whats the purpose of this component then?
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  1. whats the purpose of the C# script that you can generate? He doesnt explain it enough for me
ember anvil
sick dock
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thanks

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im looking at the unity tutorial now for the input system

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
 
public class PlayerController : MonoBehaviour
{
   private Rigidbody rb;
   private float movementX;
   private float movementY;
   public float speed = 1;
 
   void Start()
   {
       rb = GetComponent<Rigidbody>();
   }
 
   private void OnMove(InputValue movementValue)
   {
       Vector2 movementVector = movementValue.Get<Vector2>();
       movementX = movementVector.x;
       movementY = movementVector.y;
   }
  
   void FixedUpdate()
   {
       Vector3 movement = new Vector3(movementX, 0.0f, movementY);
       rb.AddForce(movement * speed);
   }
}```
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they provide this script for the roll-a-ball movement

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how does it get movement? does OnMove get called implicitly whenever you move?

ember anvil
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Keep going :p They didn't piece it out into 11 parts just for shit and giggles

sick dock
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so im not supposed to be able to move after step 2?

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just checking ๐Ÿ˜…

sick dock
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hey quick question

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if i want to use several buttons to activate an ability

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eg hold down shift and then hit w twice to activate dash

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how would i do that?

surreal moth
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Can someone link me to a tutorial that ACTUALLY answers "TAP (NOT click, NOT a mouse) on an object, and get that object"

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Ive tried like 4-5 times now and it fails every single time, every single attempt to physics2d raycast fails, every single time

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it never detects the thing ever

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and visual studio wont debug it right, and I cant find any tutorials that answer tihs, and all the turorials I do find are completely bogus bullshit unrelated that dont work

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I feel like im taking crazy pills, I feel like EVERY SINGLE TIME I try to do ANYTHING, I am always the FIRST person who has EVER attempted to do it, because the entire fucking internet is utterly completely barren devoid of answers

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or more likely its SO simple that NO ONE has ever failed to this before, and im just that fucking worthlessly stupid that icant get something so fucking simple a literal baby could do it

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line for line copied from the net, never hits a collider

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show me how I misunderstood literally copied line for line code, zero original code of my own

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You just gave me a bunch of mouse answers that are completely utterly useless to me because this is not about a mouse

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I'm not using the old system, sorry that wasnt clear

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What do you mean by that?

forest fog
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Hello, I've been trying to make a simple character controller using the new input system and I can't find a way to jump :/ please help

surreal moth
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I have a 2d collider box, thats it, and im clicking tapping on it

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there is no game, there is no other systems, there is nothing to debug, there is just a collider2d, and me tapping it, and no hits

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Ive tried every single type of physics2d hit test, no hits, Physics2D.OverlapPoint, no hits

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i must be just too fucking stupid to see what other successful competent people can see when they look at it, the answer is obvious to them but its not obvious to me and I hate it

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i get more and more bitter and frustrated every single day i try to program anything despite doing C# 9-5 for about 4 years now

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nothing fucking works, im too fucking stupid to succeed at a single thing, i cannot find a single person who will just help me, and there are no useful resources online becaue im too fucking stupid to comprehend them

forest fog
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I would like to help you but I don't know how I could do it. I don't even remember how to code a stupid jump...

surreal moth
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im pretty much in mental health crisis 24/7 every single time I try to do anything

surreal moth
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I reached out for help in like a dozen rooms in a dozen gamedev discords, no answer or help in any of them

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those who can, do, those who cannot, dont hang out helping idiots like me in gamedev discords

forest fog
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my last braincell died when I installed cinemachine for the first time

surreal moth
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Thanks for the link but that didnt help. That is related to canvas, I am trying to us the new input system to touch game objects in the 2d game scene

grave crane
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How can I make my TitleScreen, PauseScreen work with a controller?

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I basically want the controller to choose the different options with a joystick

frigid ridge
plush delta
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HI, I'm using cinemachine, and i want to use it with mobile, so I want to:
With the onSwipe on Mobile the camera should rotate around the object
With Pinch (two finger zoom-in or zoom-out) I want to zoom in/out to the object in the scene
Is this possible?

blissful comet
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So, I seem to be unable to use the keyboard all of a sudden. I did some breakpoints and found the function that is subscribed to the "Move" action just is not being called ever. I checked the version history in git and the player input asset hasn't changed in months. Is there something I could have broken in the project settings or anything that would make the keyboard just not register inputs? The maps are enabled, the mouse controls on it work just fine, and I can plug in a gamepad and it'll do everything, including the functions I can't get to work on the keyboard.

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Actually, nevermind. I figured it out. Apparently, since I started Unity while remoted in to the computer, it is still trying to read input from that keyboard. A simple restart solved the problem

gloomy vortex
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I'm trying to get input actions to work so that my enemy can react when it's clicked on. Unfortunately I don't see the callback function available here even though it has the right signature. What could it be?

jagged wyvern
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Dont drag in script

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Use game obj

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Alternatively use c# events

gloomy vortex
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alright, thanks!

bleak pelican
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I am using the new input system and my scene has 4 players in it. its a local multiplayer game and currently I can assign the current keyboard to one players and the current gamepad to another but can separate gamepads and keyboards. everything is just using gamepad current. I have been searching for 2 days and everything is saying to use input managers and player input stuff but I cant because my scene already starts with 4 players and I would have to insatiate the players. I need a way to get individual input devices and assign them to scripts.
https://gdl.space/nipuwetuga.coffeescript
This is the main bit of code I want to change. instead of trying to make them each equal to Gamepad.current I need to make the each a different gamepad. but you cant get specific gamepads. or at least I dont know how

sharp geode
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is there a way to get a PointerEventData associated with an input system event?

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for example, a UI/Click

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is the expectation i just raycast myself?

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alternatively, is there an EventSystem subclass maintained online that is better featured?

austere grotto
sharp geode
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which the input module from input system has, but is not exposed publicly

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the purpose being i'm trying to harmonize things that use input action references with things that use event system, like a camera control versus the UI

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i'm not really sure why they declare it internal instead of protected

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would have been a lot less painful...

austere grotto
keen edge
#

Is it possible to create a function there when i click "Shift" i will accelerate and stop clicking i slow down.

fading breach
#

Why wouldn't it be possible?

keen edge
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I tried to create it but it fail.
i have a moveSpeed variable for the normal walking speed and have a "OnShift" Function to represent the moment where i click the shift key.
I try to put when i click the key, my speed increase like put moveSpeed + 10 but when i don't know how to make it go back to the normal speed

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This is what i did but don't know what to do to return back to normal speed

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I was thinking of a code where it can tell if i click shift the movespeed variable change and when i let go of it, it will return to normal.

ember anvil
#

(4th chapter)

burnt bison
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how can i access the UI Input System? I was trying too but wasn't successfull instead i created another one in default section to do the same thing as i intended to do

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i tried to use OnFire() but couldn't is there anything i was missing?

fathom thunder
#

Hi, I have an issue unsubscribing from one particular action:

If I subscribe like this:
InputManager.inputActions.Gameplay.ZoomToggle.performed += obj => shooting.Zoom();
InputManager.inputActions.Gameplay.ZoomToggle.Enable();

And unsubscribe like this:
InputManager.inputActions.Gameplay.ZoomToggle.performed -= obj => shooting.Zoom();
InputManager.inputActions.Gameplay.ZoomToggle.Disable();

I'm getting MissingReferenceExceptions for this action when reloading the scene.

But If I subscribe like this:
InputManager.inputActions.Gameplay.ZoomToggle.performed += ZoomToggle;
InputManager.inputActions.Gameplay.ZoomToggle.Enable();

private void ZoomToggle(InputAction.CallbackContext obj)
{
shooting.Zoom();
}

And unsubscribe like this:
InputManager.inputActions.Gameplay.ZoomToggle.performed -= ZoomToggle;
(Seems I don't even need a Disable() )

There are no issues.

  • From all other actions that seem to be sub- and unsubscribing the same way, why is this particular action causing issues?
  • Why does the second method of subscribing resolve the issue?

Any help would be appreciated.

austere grotto
fathom thunder
austere grotto
#

All I can tell you is that when you subscribe with an anonymous lambda like that, it is impossible to properly unsubscribe since you don't store a reference to the delegate anywhere

bleak pelican
#

I am using the new input system and my scene has 4 players in it. its a local multiplayer game and currently I can assign the current keyboard to one players and the current gamepad to another but can separate gamepads and keyboards. everything is just using gamepad current. I have been searching for 3 days and everything is saying to use input managers and player input stuff but I cant because my scene already starts with 4 players and I would have to insatiate the players. I need a way to get individual input devices and assign them to scripts.
https://gdl.space/nipuwetuga.coffeescript
This is the main bit of code I want to change. instead of trying to make them each equal to Gamepad.current I need to make the each a different gamepad. but you cant get specific gamepads. or at least I dont know how

gloomy vortex
#

I'm using the new input system but as soon as I add a Canvas these errors start popping up. Any idea what is causing this?

#

Answering my own question: apparently the Event System has an Input component. Switching that out with the new input system fixes the errors. Yay!

austere grotto
#

Input Module - yep

sullen lintel
olive elm
gray python
#

Hey guys, I've been using the new input system to create an OnScreenJoystick for my mobile game

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the only issue I have tho is that the joystick is fixed

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is their anyway to make a floating joystick that appears when the screen is tapped

fathom thunder
wintry vigil
#

how make a joystick that follow pointer down position? with input system.

west oracle
#

check the optional items in the Input System package download

burnt talon
#

Hey guys, is there a way to make the Input System UI Input module play nice with action maps? I want to be able to enable my gameplay action map and all the UI action map be disable, but it doesn't work

midnight fulcrum
bleak pelican
#

I am using the new input system and my scene has 4 players in it. its a local multiplayer game and currently I can assign the current keyboard to one players and the current gamepad to another but can separate gamepads and keyboards. everything is just using gamepad current. I have been searching for 4 days and everything is saying to use input managers and player input stuff but I cant because my scene already starts with 4 players and I would have to insatiate the players. I need a way to get individual input devices and assign them to scripts.
https://gdl.space/nipuwetuga.coffeescript
This is the main bit of code I want to change. instead of trying to make them each equal to Gamepad.current I need to make the each a different gamepad. something kinda like X = gampad1.xButton.WasRealisedThisFrame; but you cant get specific gamepads. or at least I dont know how.. anyone know how??

desert mauve
#

does anyone know a good keybind rebinding tutorial?

desert mauve
#

thanks im gonna try that

desert mauve
#

*pain

spark pumice
desert mauve
#

oh

#

well thats awkward

desert mauve
stiff pollen
#

https://gdl.space/apeqepahaq.cs
Hello I seem to be having a problem with making my Movement code link to my Action inputs and also how I make the flip function work only when the A and D key pressed, at the moment it just flips the sprite on every keypress and my movement code is not working.

ivory eagle
#

hey guys

#

I'm using a joystick from brackeys tutorial

#

everything seems to work fine

#

but when I move my player to left

#

and release joystick

#

he keeps moving left

#

same is the case with all other sides

#

any idea how I can resolve this issue

ivory eagle
#

this is the code

#

like i want to set my dirx and diry to 0 when i release joystick

heady river
#

hi im using unitys new input system and i cant go up stairs is there any videos that can help me with this

verbal star
#

how do i capture a mouse hold on touch screen devices

#

it seems like its triggering both press and release at the same time

verbal star
#

Anyone ?

heady river
#

Hi i tried to make the player capable of jumping once and then not being able to do it again by putting an is grounded check it worked and i could only jump once then when i landed i wouldnt be able to move at all so i put another is grounded check that would say if Isgrounded = true then you could walk however now i am back to the start with infinite jumps being a thing

knotty musk
#

How do I find out if the mouse is over a UI element (Unity UI)? IsPointerOverGameObject gives a warning saying not to use it within an InputAction callback. And it seems to return true when it is over ANY game object, even non-UI objects.

What I was trying to do:

public void OnClick(InputAction.CallbackContext context)
{
    if (context.performed && !EventSystem.current.IsPointerOverGameObject())
    {
        Debug.LogFormat(this, "OnClick: {0}", context);
    }
}

How am I supposed to do this?

austere grotto
knotty musk
austere grotto
#

then you won't have to worry about it going through UI

knotty musk
#

IPointerClickHandler only works if you have a collider on the game object though, right?

austere grotto
#

yes

knotty musk
#

So I'd have to have the background tell the player controller that it was clicked, and the click position?

#

Because I don't know what else to attach the collider to...

austere grotto
#

sure

#

basically make a big (invisible?) object that handles game world clicking

knotty musk
#

And if I also want to select an object if the player double-clicks it, then have a script that implements IPointerClickHandler on each selectable object, and have them notify a SelectionManager or something to say "hey, I was clicked"?

austere grotto
#

something like that.

knotty musk
austere grotto
restive hedge
#

Hey fellas

#

I have a character controller system where the mouse is really jerky and janky, and I'm on a dynamic update system rather than fixed

#

by the way the fps remained around 120

#

its only in the mouse

#

Be sure to @ me if you know something

#

my assumption is that it's a Time.deltaTime problem?

restive hedge
#

Building the scene fixed it, how can I make it work in editor?

fading breach
trim hollow
earnest vector
#

how can I remove all events for all inputs in the new input system? I have an issue where when my player gets recreated its still trying to invoke events on destroyed scripts and gameobjects as well as the new player

#

also do I have to make them all use an InputAction? because currently I'm just doing something like playerInput.actions["Interact"].performed += interact => Interacted(); which from what I have heard makes a new lambda meaning I cant just remove them

jagged wyvern
#

apparently you cant remove if you use lambda

#

also you're subscribing in a non-traditional way

#

why not use a method that accepts callback context

coral terrace
#

So, you can define an Input System action in the inspector, right?

earnest vector
#
action = GetComponent<PlayerInput>().actions["Place Object"];
action.performed += AttemptPlaceClient;
#

ok so I have tried this

#

now is their an easier way to get all the actions assigned to a GetComponent<PlayerInput>().actions and unsubscribe them from all events

jagged wyvern
#

Not as far as im aware

#

If you use the player input component you wont have to worry about that tho

earnest vector
#

but it is tho

#

I destroy the player input component yet the events stay

jagged wyvern
#

The way I'd do it is to keep player input in its own empty object thats never destroyed, and actual player locomotion script has a reference to it

#

I believe thays the way unity does it with their sample projects

bitter steppe
#

Fire button not working

void mist
#

Hi all
My goal is to provide for my mobile game experience, similar to this video: https://youtu.be/P5JxTfCAOXo?t=492
I am talking about feature that allows you rotate in real world while holding your phone, and rotate your camera in game world same way

The problem is, my phone (and most phones) don't have gyroscope

I tried to use UnityEngine.InputSystem.AttitudeSensor instead of gyroscope - i believe its similar thing but it uses accelerometer to detect player's phone attitude
It would work fine, but it has strange behavior: while you rotate along any axis, rotation degree goes from 1 to 180 (for example) and then goes reverse, and this completely breaks rotation in game world. Maybe someone know how to handle this?

In this video, we look at how to use the Gyroscope, we also implement a simple mechanic that helps us look at around our scene, using real world orientation

โ–บ-------------------------------------------------------โ—„
Join the community, keep on learning.

โ–บ Come hang out in discord! This is the most efficient way to reach not only the team member...

โ–ถ Play video
grizzled pasture
#

Hello, I'm trying to use the new input system by subscribing and unsubscribing to events at runtime so I can have inputs that do different things for items. However, I get a couple null reference exceptions when I perform the inputs. Any help?

NullReferenceException: Object reference not set to an instance of an object
Game.ItemSystem.Items.Firearms.Gunplay.GunViewModel.Shoot () (at Assets/Scripts/Game/ItemSystem/Items/Firearms/Gunplay/GunViewModel.cs:342)
Game.ItemSystem.Items.Firearms.Gunplay.GunViewModel.SemiAuto (UnityEngine.InputSystem.InputAction+CallbackContext callbackContext) (at Assets/Scripts/Game/ItemSystem/Items/Firearms/Gunplay/GunViewModel.cs:288)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at Library/PackageCache/com.unity.inputsystem@1.3.0/InputSystem/Utilities/DelegateHelpers.cs:46)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
#
NullReferenceException while executing 'performed' callbacks of 'Player/Fire[/Mouse/leftButton]'
UnityEngine.InputSystem.LowLevel.NativeInputRuntime/<>c__DisplayClass7_0:<set_onUpdate>b__0 (UnityEngineInternal.Input.NativeInputUpdateType,UnityEngineInternal.Input.NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate (UnityEngineInternal.Input.NativeInputUpdateType,intptr)
#

Sometimes I also get this error when Im subscribing to inputs

ArgumentException: Value does not fall within the expected range.
Game.ItemSystem.Items.Firearms.Firearm.SubscribeToInputEvents () 
spark pumice
#

or you missed an unsub somewhere

mental birch
# grizzled pasture Hello, I'm trying to use the new input system by subscribing and unsubscribing t...

Instead of subscribing and unsubscribing you could create a class that manage the events of the input system and create a layer of abstraction. For example if you want that the player moves only sometimes add to the InputClass a Vector3 property, that represent the direction of the movement, it will be always updated even if the player can't move and let manage the player's movement by the player's script.

grizzled pasture
mental birch
#

Yes this is also an alternative that you could choose

grizzled pasture
#

Like what I'm trying to do is subscribe to events at runtime since I have a inventory system and I want to subscribe and unsubcribe to different input events as I change the item im using

mental birch
#

It depends on what you have to do

austere grotto
#

Could also just fix your sub/unsub code

mental birch
#

Just create an object for each item and then change the reference of that object

mental birch
#

For me had been much easier change the design of my code

austere grotto
#

Lots of people try things that don't work like sub/unsub with lambdas

#

There are correct ways to do it and incorrect ways

grizzled pasture
austere grotto
#

You could just show your code and we can help you fix it

grizzled pasture
#

ok hang on

austere grotto
#

Instead of jumping to alternative solutions

mental birch
grizzled pasture
jagged wyvern
#

so what you're doing is having the input system care about the gun
instead of the gun caring about the input system

grizzled pasture
jagged wyvern
#

I dont think so

grizzled pasture
#

for the second image

#

Then I have this code which is called when the server stops/when I exit playmode which is supposed to handle the unsubscribing

#

But then when I subscribe and unsubscribe, I get this error

ArgumentException: Value does not fall within the expected range.
Game.ItemSystem.Items.Firearms.Firearm.SubscribeToInputEvents () (at Assets/Scripts/Game/ItemSystem/Items/Firearms/Firearm.cs:60)
Game.ItemSystem.Core.ItemBase.OnClientEquip (Game.Player.NetworkGamePlayer player) (at Assets/Scripts/Game/ItemSystem/Core/ItemBase.cs:49)
Game.ItemSystem.Items.Firearms.Firearm.OnClientEquip (Game.Player.NetworkGamePlayer player) (at Assets/Scripts/Game/ItemSystem/Items/Firearms/Firearm.cs:21)
Game.ItemSystem.Inventory.Inventory.EquipItem (Game.ItemSystem.Core.ItemIdentifier item) (at Assets/Scripts/Game/ItemSystem/Inventory/Inventory.cs:80)
Game.ItemSystem.Inventory.Inventory.Start () (at Assets/Scripts/Game/ItemSystem/Inventory/Inventory.cs:33)
jagged wyvern
#

you might have to pass in a reference to the input object

grizzled pasture
jagged wyvern
#

no

#

where's your input in the scene

grizzled pasture
#

and the InputActions is the file unity generates when u create the action maps

jagged wyvern
#

I think you need to access the instance

#

you need an actual object

#

right now your subscribing to class fields

#

I think that's where the problem lies

grizzled pasture
jagged wyvern
#

that's still the class

austere grotto
#

It's a static field

#

Which is not inherently a problem

jagged wyvern
#

doesn't he need to get the instance tho?

austere grotto
#

He's accessing the instance of InputActions

jagged wyvern
#

well idk why it wouln't let him subscribe otherwise

austere grotto
#

Depends where and when he's trying to subscribe/unsub. We see the method that does it but not when and on which object it is called

grizzled pasture
#

here is the error

#

it happens when I unsubscribe as well

twilit fjord
#

I wish Unity would make the new input systems the default ones.

#

But to be honest I never use the input systems.

#

Just saying, I know some people who get irked about the input systems

toxic mountain
#

did i do something wrong ?

zinc stump
#

@toxic mountain Bot looks for repeated characters like spaces in the code now. Cleanup formatting or post using third party site #854851968446365696

surreal shard
#

Hey guys I'm not sure I'm in the right place to ask, lmk if it belongs somewhere else. I'm using the unity inputsystem for a project and on my side it works but my friend I'm working with gets updates through github and the input system throws an error (he has the package installed I checked in window=>package manager). So far I haven't been able to fix it
The type or namespace name 'InputSystem' does not exist in the namespace 'UnityEngine'

surreal shard
#

You mean regenerate project files? Yes but unfortunately it doesn't help :/

zinc stump
#

Did you read the entire solution?

surreal shard
#

Ah sorry I skipped over the 2nd answer with assemblies. On his side the assembly definition (that reference the inputsystem) can't be loaded for some reason. He gets it over the github. I tried sending him the file directly and it didn't help neither

zinc stump
#

make sure package manager settings are included and regenerate with packages project files on

#

Other settings could be missing as well, which set to use it in player settings

surreal shard
#

I didn't get your second answer, which other settings? The ones that are ticked in preferences => external tools to regenerate the project files?

patent tartan
#

Anyone know the difference between value/pass through action types?

chilly verge
#

Whats the best way to check which type of input device the player is currently using with the new input system?

jagged wyvern
#

Player input component handles that

chilly verge
# jagged wyvern Player input component handles that

Is there another way? My game is setup to use a custom script I made and it would be hard to switch to the player input component. Another way I could get my issue fixed is if thereโ€™s some kind of event that gets called whenever any key is pressed, and includes context of what kind of device, tho as far as I know that only exists for the player input component

quasi dove
#

Anyone know why Scroll/Mouse Wheel isnt there? And if so, how do I get it/add it?

sharp snow
#

I know this may seem very simple but does anyone have any idea on how to make the joystick change the "turn" value to control how much the car steers? I'm modifying the karting microgame and would like to add mobile support.

kindred crater
#

Randomly started getting this error when trying to assign functions for inputs with the new input system, any ideas?

austere grotto
#

just looks like an internal unity error with the UI

kindred crater
#

any work around? How else would I assign the functions for my inputs?

austere grotto
#

restart Unity?

kindred crater
#

yeah, tried that and also tried updating the package

austere grotto
#

when exactly do you get the error

kindred crater
#

when trying to click the function list dropdown

#

nothing happens and the error appears

#

which is why i assume the error is for drawerpopup list

austere grotto
#

What happens if you assign a different object in the slot

kindred crater
#

hmm it works when changing the object

austere grotto
#

one of the scripts has a weird function the UI doesn't know how to handle or something

fierce parrot
#

so pretty weird problem

#

in my Update

#

i initially had this

#
if (Input.GetMouseButtonDown(0)) { [function and whatnot] }
#

in the game, when i clicked, this would fire twice even if i added a flag

#

however, when i use this

#
if (Input.GetButtonDown("Fire1")) { [same stuff] }
```it works?
#

what's happening under the hood for the second function?

austere grotto
fierce parrot
#

?

#

i only had one copy of that?

normal snow
#

it doesn't work with the new input system after I set it up for the new input system I have a jump command and it says that it can't find the jump action and then when I start it says NullReferenceException: Object reference not set to an instance of an n object Player.UpdateMovment () (at assets/Player.cs:68)

marble lotus
#

Anyone have any idea why Unity's input system doesn't work when built to exe? It works in the inspector/play mode perfectly fine, but as soon as it's independent it just stops working.

Mouse button stuff works, right now it appears to be exclusively a keydown/axis thing. code I'm using is

        if(Input.GetKeyDown(KeyCode.M))
        {
            print("Toggling all cubes to \"Active\". ");
            ToggleAllIn(inactiveCubes);
        }

        //the rest of the inputs use getAxisRaw. Cube Movement time!
        float HorizontalAxisPos = Input.GetAxisRaw("Horizontal");
        float VerticalAxisPos = Input.GetAxisRaw("Vertical"); //this should probably work with controllers, too, now that I think about it.

        Vector3 MoveVect = new Vector3(HorizontalAxisPos, 0, VerticalAxisPos);
        MoveVect = MoveVect.normalized * movementSpeed * Time.deltaTime; //basic Vector stuff, move it in the dir of the axis based on the speed var. Deltatime prevents it from pissing off at mach speeds.

        foreach (GameObject cube in activeCubes) //only move the active ones.
        {
            Rigidbody toMove = cube.GetComponent<Rigidbody>(); //not a fan of doing getComponent in a loop like this potentially every frame, I could probably cache these but there's an extent where the extra complexity isn't worth.
            toMove.MovePosition(cube.transform.position + MoveVect);
        }
#

which is in update. excluded is the typical raycast select stuff

#

Issue applies to controllers as well

#

I'm thinking this HAS to be a build setting issue, but I have zero idea what it COULD be

charred crypt
#

using UnityEngine.InputSystem cannot be found(I regenerated project files). In VS2022 I can see Unity.InputSystem but its says it is ignored Can somebody tell what to do with this problem? Thanks

marble lotus
austere grotto
#

That's not the experience I've seen anyone else have

marble lotus
#

Correct, which is why I'm confused.

austere grotto
#

btw I see an error in your code: toMove.MovePosition(cube.transform.position + MoveVect); MovePosition should not be used in Update

#

it will not result in smooth or predictable motion

#

like most things involving Rigidbodies, it should be done in FixedUpdate

marble lotus
#

I'll keep it in mind, but It doesn't fix the issue.

austere grotto
#

something else is going wrong

#

do some debugging

#

could also be a window focus issue

marble lotus
#

Everything else works as expected. window is in focus, tabbing out and back in makes no difference.

Clicking/the actual update stuff works, just not keyboard/controller inputs, hence why I thought it was a build settings issue.

arctic cobalt
#

This is wrong right? I shouldnt have a 1D Axis, if im tryin to make a first-person controller

austere grotto
#

You have named your actions things like "Movement/LeftStick" which is... you shouldn't include the name of the control in the action name

#

just call it "Movement"

arctic cobalt
#

Oh well I already wrote the scripts

austere grotto
#

and it can be Value/Vector2 and a simple binding for the joystick you want

arctic cobalt
#

I figured

#

Why is the naming important? Using the FindAction It takes a string

austere grotto
#

or allow the user to change the binding

#

now the name makes no sense

arctic cobalt
#

Ahh I see

ruby hedge
#

Is there a good way to using hold vs toggle input based on device? Like I have a radial menu that when using a keyboard should have a button held to keep it open, but when using a controller I want it to be a toggle open.

glass lark
#

Anyone have any idea why this might be generating this error...when the right mouse button isn't even getting pressed?

ruby hedge
glass lark
ruby hedge
glass lark
charred crypt
#

using UnityEngine.InputSystem cannot be found(I regenerated project files). In VS2022 I can see Unity.InputSystem but its says it is ignored Can somebody tell what to do with this problem? Thanks

jagged wyvern
#

idk try to reinstall input system package

charred crypt
jagged wyvern
#

๐Ÿคทโ€โ™‚๏ธ

#

Idk then

#

Is your project using assemblies?

spiral galleon
#

Turn off Unity and delete Library/ScriptAssemblies folder, start unity, regenerate project file and see if it fixes it

void mist
#

Is someone knows smth about such problem:
touch controls does not work in my project.
Input.simulateMouseWithTouches is true
When i click with mouse, input debug correctly shows info about simulated touches
But Input.touchCount shows 0
Actions through PlayerInput component does not work too.
Touches in android build does not work too

#

additional info: game correctly registering clicks on UI buttons both on PC and android build, so touchscreen and mouse definitely work

austere grotto
#

Also - simulateMosueWithTouches creates mouse input from touch input, not the other way around.

void mist
#

no, i create apk and install it to my phone

void mist
austere grotto
#

have you attached a mouse to your phone?

void mist
#

i am talking about two different situations. touch doesnt work BOTH when i simulate it using mouse in editor, AND when i am trying to test in on my phone

bitter timber
#

how can i reproduce input.getaxis("horizontal"); on new input system
value was starting from 0 and increasing
than becoming 1

timber robin
bitter timber
#

yeah i looked at that

#

but it works like input.getAxisRaw()

#

becoming 0 to 1 suddenly

#

for smoother movement i want it to slowly increase

timber robin
#

Right, you have to implement your own acceleration/deceleration.

bitter timber
#

Okay, thanks. I was kinda lazy for doing that so wanted to know if there is a built-in method to do that for new input system

coarse jolt
#

I have a player, with a playerlook script that seemed to be working fine, I added a model and animations but now the camera is being erroneous and feels like its following certain meshes and/or skewing off a straight line

austere grotto
stoic raven
#

mouse delta

#

???

austere grotto
#

What about it?

stoic raven
#

does that not have to do with the input system?

austere grotto
#

Sure it does, but do you have a question about it?

stoic raven
#

its not me, but from the looks of his comment it seems something is up with his mouse delta

#

no?

austere grotto
#

Oh you were attempting to answer their question. Who knows. The description was really vague.

flat blaze
#

idk if i am doing this right, but i get this error

NullReferenceException: Object reference not set to an instance of an object Button.Awake () (at Assets/Scripts/Objects/Button.cs:16)

glass yacht
#

is there a PlayerInput attached to the same object

flat blaze
#

ofc i forget that

fierce parrot
#

why does Input.GetAxis work outside of Update, but Input.GetButtonDown doesn't?

austere grotto
#

FixedUpdate doesn't run every frame so it can miss that single frame

fierce parrot
#

actually another question
Input.GetAxis does work outside of Update right

grim spindle
#

hey hey, anyone here working with a steam deck? I'm trying to get access to the handhelds tilt value with the gyro, but unfortunately I don't get anything back with Input.Gyro. Also tried Rewired as an input system, but nothing here either. Is there something I'm missing?

sour drum
#

Does anyone know how to bind a composite input into multiple axis? For example, if I wanted forward to be on the left stick vertical axis and backward to be on the right stick vertical axis, how would I do so? is it possible? or would I have to make a different input action for each, rather than doing a composite input

austere grotto
#

Not sure how well it'd work

drowsy gale
#

Hi! I have a basic question. How do people usually utilize the new Input System? There seems to be different ways to use it (c# events, unity events, and i'm s ure there's another one I don't remember). How is it usually used on games? Also, can someone please link me a GOOD tutorial on it? I really want to learn it

sour drum
#

thanks brother

gaunt drift
#

How do I do this? When I press [x] on Xbox controller it should behave like I'm pressing [F] on Keybord

#

I press x on Xbox controller. It do nothing

#

move look jump sprint is working

sour drum
#

You have to add another bind, but for "Xbox Contoller" instead with the path of the X button

rugged remnant
lucid hemlock
#

hello guys because of some reasons my input manager is running completely differently, I mean the vertical and horizontal ones

rugged remnant
#

haven't seen that before, how so?

lucid hemlock
rugged remnant
lucid hemlock
rugged remnant
lucid hemlock
turbid crane
#

is there a quick way to test single touch with new input without having to create new inputs and actions?

austere grotto
grizzled pasture
#

I keep getting ArgumentException: Value does not fall within the expected range. when trying to subscribe/unsubscribe from input events at runtime. Anyone know what this error means?

austere grotto
grizzled pasture
#

@austere grotto ?

#

what exactly do you mean by "signature"?

austere grotto
#

the signature of a method is its return type and argument list

spice tusk
#

so unityevents dont seem to work at all for me

#

idk why it wont work

#

i have a space bar setup as shoot

#

correctly

#

i got all this

#

and the controller.cs as this

#

and yet, nothing works

#

im not missing anything

#

apologies if wrong place to ask

lament ocean
#

i just switched over to the new inputsystem and it doesnt register at all. i changed the settings in player and in eventsystem but it doesnt register any inputs

austere grotto
lament ocean
#

you mean this?

austere grotto
#

No

#

I mean the Input module component on your event system

lament ocean
#

do i have to set my controller to the input module?

austere grotto
#

???

#

Your input module just needs to be set up properly

lament ocean
austere grotto
#

Ok that looks fine

#

You need to also have a graphic raycaster on your canvas

#

Or wait are you asking about UI stuff

#

Or what

lament ocean
#

no its for controls

#

the inputs just dont register

austere grotto
#

Oh, how are you trying to listen to them

lament ocean
#

its in my player object

#

script has reference to the controller and a getcomponent

#

oh nvm i had to enable it on start i didnt know that was a requirement

#

oh well but gamepad doesnt work at all

austere grotto
lament ocean
#

switching between gamepad and mouse&keyboard since the controls are different for each ingame for example

austere grotto
#

no

#

I mean

#

how is your script listening to the inputs

#

show the code

lament ocean
#

things like this but now the mouse and keyboard part works but the gamepad just doesnt so it might be the fact that i have a bootleg controller

austere grotto
#

that's generally... not feasible

#

try unbinding the mouse

lament ocean
#

i did and well the two situations are handled differently depending on wether youre using the mouse at the moment or the gamepad

#

its all good my gamepad literally doesnt work anymore apparently

sour drum
#

Is there a reason a single action would not be rebinding? I have action 'A' that is working perfectly and rebinds, but action 'B', which is the exact same type and inputs the exact same thing but on a different key, doesnt rebind at all

#

it simply just doesnt register the new key press

#

theres nothing on the internet about it, so idek what to do at this point

left ore
#

Unity.21.Android touch input -
seem to get controls for player/ main menu to work, but when adding a vehicle and using touch canโ€™t make it happen, vehicle works with keyboard and controller tho.

Not sure what Iโ€™m getting confused on, Iโ€™m new, as u can tell..

There would only be one vehicle, and the vehicle would be treated as player aswell

#

Changed to use player controls, still nothing, canโ€™t get vehicle to move, everything else is fine, what am I missing?

left ore
#

/Touchscreen/press,/Simulated Touchscreen/press]'
UnityEngine.InputSystem.LowLevel.NativeInputRuntime/<>c__DisplayClass7_0:<set_onUpdate>b__0 (UnityEngineInternal.Input.NativeInputUpdateType,UnityEngineInternal.Input.NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate (UnityEngineInternal.Input.NativeInputUpdateType,intptr)

#

Swapped to default standard asset vehicle, still vehicle doesnโ€™t move with touch. Player, menu, vehicle with keyboard and controller work

mighty ivy
#

can you subscribe to InputActions per controller?

mighty ivy
#

that is to say i dont want to use playerinput or player input manager

mighty ivy
#

i have a pad id, and i want to receive actions from that pad

#

sounds pretty simple ๐Ÿ˜

left ore
#

Buler?โ€ฆBuler?โ€ฆ

spice tusk
#

heya, i asked at a very inactive time of the night yesterday so thats my bad, but has anyone got an answer to this:

im using unityevents with player input component, however it wont register my inputs, even with everything setup

ill provide screenshots of anything u want, i just wanna know if im missing anything

cinder basin
# spice tusk

That's strange, can you show your input action asset?

spice tusk
#

sure thing

#

the simplest one is just this

#

the move one doesnt matter, cuz this doesnt work either

#

and it should as its only meant to detect spacebar

#

@cinder basin

#

its just really confusing as ive done everything right to my understanding

#

ok i think i have an idea on a fix

#

nvm didnt fix

#

lol still wont work

left ore
spice tusk
#

the documentation is pretty bare

zinc stump
left ore
zinc stump
#

Examples would be in you Assets folder.

#

You can reimport again and see the paths

left ore
#

Why would it not just be added to your inputactions

#

Hm ok

zinc stump
#

Last time I looked at them they described 3 different ways to use input system

#

There's also large forum thread with explanations and examples

#

It's pinned in this channel as well

left ore
zinc stump
#

Good, because I haven't touched it for a while.

spice tusk
#

decided to switch from playerinput component to c# script, works but i woulda preferred to use the unity type system

left ore
#

Still lost, do I need to remove the car controller and make a new one? The car would use the same controls as the player so shouldnโ€™t it work if I set the player input on the vehicle aswell to the same control sceme as player, I just donโ€™t understand why Iโ€™m so confused, looking at videos 10 times, nothing explains switching from player to vehicle with touch atleast that I know of if there is some more info somewhere that Iโ€™m missing

left ore
#

how do i make the X on a controller register as E on keyboard?

cinder basin
cinder basin
left ore
left ore
#

i dont actually need E key just E key triggers the event, now i need controller X button to act as E button

#

you can check the other scripts in the onedrive

cinder basin
left ore
#

gettinginout.cs controls the E key and disabling vehicle/player

cinder basin
cinder basin
cinder basin
cinder basin
left ore
cinder basin
left ore
left ore
#

maybe i am mixing old and new?

cinder basin
#

Oh I see

left ore
#

ive watched the videos 50 times today lol all they explain is movement

#

player.transform blah

#

not what im after

left ore
#

anyways so i guess i need to rethink this not sure

#

get rid of the gettinginout

#

๐Ÿคท

#

ive tried not using it, that removes errors about input system when on android platform, but taking a step back, on PC version and making sure to get controls working on controller as backup

#

everything else is fine, i can get menu to work aswell

#

but secondary "player" a vehicle is giving me a hard time

#

think my brain is just mush trying to solve something so simple i cant think anymore

#

btw havent made a game in like 10-15yrs, now im just trying to get back into it while making a friend into a game lol, not looking for selling production just it works lol

cinder basin
left ore
#

Ibebs your great, you deserve the world, thx for your time

spice tusk
#

the script solution isnt too bad, its just a matter of figuring out the implementation

ancient axle
#

Anyone dealt with reversed mouse buttons in the new Input System? It doesn't seem to recognize them.

austere grotto
#

Reversed mouse buttons?

#

Like in your os settings?

barren locust
#

I'm having some trouble with the new Input System where my mouse movement is almost "snappy"

#

It's like the mouse delta gets locked at zero for a split second then continues normally

#

it's super distracting for gameplay and I couldn't find anyone online who had the same problem

#

this is all I have

wraith bloom
#

I'm making a platformer controller using the new Input System and trying to control Smooth movement for jumping and moving... I'm pretty sure I can lerp, slerp or SmoothDamp over the values. The problem now is I'm using a Player Input Component and Unity Events to control the Move and Jump.... And I cannot figure out where to add the Vector2.SmoothDamp.

#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerMovement : MonoBehaviour
{
    [SerializeField] private Rigidbody2D rb;

    [SerializeField] private Transform groundCheck;
    
    [SerializeField] private LayerMask groundLayer;
    private float _horizontal;
    
    private const float Speed = 8f;
    
    private float jumpingPower = 16f;
    private bool _isFacingRight = true;

    private const float GroundedRadius = 0.2f;

    // Update is called once per frame
    void Update()
    {
        rb.velocity = new Vector2(_horizontal * Speed, rb.velocity.y);
        
        if (!_isFacingRight && _horizontal > 0f || _isFacingRight && _horizontal < 0f)
        {
            Flip();
        }
    }

    public void Move(InputAction.CallbackContext context)
    {
        _horizontal = context.ReadValue<Vector2>().x;
    }
    
    public void Jump(InputAction.CallbackContext context)
    {
        if (context.performed && IsGrounded())
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpingPower);
        }

        if (context.canceled && rb.velocity.y > 0f)
        {
            var velocity = rb.velocity;
            var gravity = rb.gravityScale;
            velocity = new Vector2(velocity.x, -(velocity.y * gravity * 2f));
            
            rb.velocity += velocity;
        }
    }
    private bool IsGrounded()
    {
        return Physics2D.OverlapCircle(groundCheck.position, GroundedRadius, groundLayer);
    }

    private void Flip()
    {
        _isFacingRight = !_isFacingRight;
        var transform1 = transform;
        Vector3 localScale = transform1.localScale;
        localScale.x *= -1f;
        transform1.localScale = localScale;
    }


}
#

Any advice?

left ore
toxic junco
#

Hey everyone, just wondering if anyone has also had a problem with WebGL & Gamepad support. Strangely, only in WebGL, my gamepad sticks (which are bound to a Vector2 composite) wont register Up and Down. Left and Right work though as well as all other buttons.
I've tried searching around without much success. It only happens in WebGL, in Chrome & Firefox, Editor / Win / Linux builds all work fine. My controller works fine on https://gamepad-tester.com/. I tried making a new Project in a 2022 Version of Unity and I'm having the same problem.

foggy ginkgo
#

is unitys new input system sending each frame like the old one the events , or does it only respond to the event when it actually happens

#

like in the old one its checking if that event has happened

#

is it under the hood also checking each frame if it has haeppened in the new input system ?

quasi dove
#

When trying navigate my main menu, things seem to work fine if I go from Start -> Controller.

However, if I click anywhere on the screen with the mouse, then attempt to use the controller, the controller will no longer select anything, at all.

#

Better yet, why is it as well that Controller input sends "Is Selected" but Mouse is "Is Highlighted"

Thats highly annoying...

toxic junco
quasi dove
#

I'm assuming Im going to have to code something to sort this out vs it just being built into unity

toxic junco
#

Ah I see. So ideally once you move the mouse the selection should disappear?

quasi dove
#

Correct.

And then when swapping from Mouse -> Keyboard, Ideally:

Hightlighted = Nothing
Selected = EventSystems first selected.

barren locust
#

So I removed that multiplication, lowered my sens and it was solved

#

Thank you for reaching out though

barren locust
left ore
lusty perch
#

How can I control the cinemachine orbital transposer with scroll wheel? I'm porting from using input manager and having trouble here. I have the input provider on the camera. I think I need to use the XY Axis slot, and it wants a vector2.

tame oracle
#

I got a question so basically Iโ€™m trying to add a 2d vector component and it wonโ€™t show up anyone know why

austere grotto
wraith bloom
austere grotto
plain kelp
#

Hello ! I am using the new input system to make my player look into the direction of my mouse.
The issue is that after some research, the Mouse.current.position.ReadValue() or playerInput.actions["LookDirection"].ReadValue<Vector2>(); are not detecting my mouse position nor movement.
Does someone know how to fix this please ๐Ÿ™‚ ?

narrow coral
#

Hi! I'm trying to get my 3d character to move a set distance on a keypress but I'm struggling to figure out how to get it to move that distance in the direction that you are facing.

idle grotto
#

You can move you character in the direction transform.forward, that is the vector pointing in the direction of the given transform.

plain kelp
dense verge
#

I just spent hours on a massive, massive brick wall and it's very discouraging. I had a Unity project with all my HP Reverb G2 buttons implemented, I had the player movement done, everything. Now, no matter what I do, I don't get any input at all from the motion controllers. Even clicking Listen on the Input Action I already set up - nothing. I even made a brand new project, imported the MRTK again, added OpenXR, and created an input action, then when I go to Listen, I get nothing. SteamVR is running but I guess it doesn't make any difference since it looks like it just plays through the Mixed Reality Portal.

grim swan
#

woah the input system has its own channel?

jagged wyvern
#

thats how complicated it is

viral radish
#

how do check check if pressing shift button

sullen imp
#

if you're getting started with the new input system i would recommend following a course on how to use it

bold aurora
#

I changed an action map name and now im getting this error, how can i "remake" my c# script?

austere grotto
bold aurora
#

i deleted and remaded it keeps giving me errors

austere grotto
#

deleted and remade what

bold aurora
#

the c# script

austere grotto
#

the C# script is actually kind of irrelevant to the PLayerInput component

#

so I'm not sure why it matters

bold aurora
austere grotto
#

the error you are getting is from a PlayerInput component

#

yes that's the PlayerInput component

bold aurora
#

now is not giving any errors what lol..

austere grotto
#

I'd say you probably had a function mapped to an action in the "Player" action map and now you deleted that action map or osmething

bold aurora
#

I think that the default map was saying player before ye

#

somehow it didnt update or something

#

ok it works thankfully

sinful ferry
#

ok really stupid question i have openXr setup but i just want to put into a script if i press the say A button on my touch controller then do something. like

if (openXr.rightHand.getKeyDown("A")){
  //do something
}

how do i do this?

flat ocean
#

I have a newbie to Unity question. Iโ€™ve tried googling it and canโ€™t find the answer. Iโ€™ve managed to implement movement to a sphere with keyboard inputs and an now trying to implement movement to a person. Ive made a model in a external software and have managed to implement animations. However I canโ€™t implement movement with keyboard inputs. Idk what Iโ€™m doing wrong. How do I get past this dead end? - http://pastie.org/p/0gBN7OQ8M6o8VRycUk5H4C

flat ocean
#

done

warped folio
#

hi, new to coding/unity in general
after reading a bit about Update() and how it is recommended to check for inputs in the old input system within Update() to avoid input loss, I was wondering how that applies to the new input system

austere grotto
gleaming oar
#

that's the advantage of the new input system that people still don't seem to understand

#

you don't end up with juggling the update and fixedupdate loop anymore, it's event driven and will reliably detect input with fewer physics glitches

tame oracle
#

guys, How do I make a long press repeat the function I know it must be from the input action asset but i dont know how to set it up.
I have solved the problem temporarily by using the update function but I want to know is there a way to not use update?

austere grotto
cyan rivet
#

Hello, a very quick question if anyone can help please. I am starting to get to grips with the new input system, however on setting up a very basic scene for testing I obviously don't understand how the X and Y inputs work, as left stick movement on the gamepad is moving by character side to side (fine) but also up and down, rather than forwards and backwards. Obviously this is due to Unity using Y axis for 'up', would anyone know the very simple thing I have missed here please? Many thanks in advance.

mighty ivy
#

so can you add a playerinput script and tell it which device/user it should manage?

#

it seems playerinput is the only way offered to handle mutliple local players, but it suggests the gameobject is instantiated by playerinput which isnt really what i want to do

solar kite
#

Do I subscribe to all events on awake for an input even if that action map isn't enabled to start?

#

Like I have UI and player and vehicle action maps. Do I subscribe to all even though UI is the only one to initially be enabled

austere grotto
lethal pond
#

How can we use the c# events to get input from player input component??

spare elk
#

Hey guys, I'm getting this really weird issue with the input system. I'm using the OnXXX() function to receive analog stick movements from a gamepad, but the vector2 seems to flicker between the real value and 0. This only happens when I'm clicked into the game window, but not when I click on any of the editor panels. I've checked everything and can't seem to fix it. Any ideas?

novel wren
#

hey quick question, we shifted our project to the new Unity input system and consequently our event system changed to use the "Input system UI input module" instead of the "Stand alone input module" as well. For some reason this called callback functions like OnPointerClick() to not work anymore. Anyone got any idea on how this can be fixed or are the callbacks just not supported by the new input system?[resolved]

sullen lintel
# spare elk

can u show the script u have for movement or input perhaps

warped folio
#

is there a difference between using this

#

vs

private void OnEnable()
{
Player.Move.performed += movement;
}

jagged wyvern
#

You'd need to unsubscribe manually with script

#

May or may not be a problem depending on how ur project is set up

ripe bobcat
#

Hey, im switching to the new input system, i have a script for 2d movement,
And i get this error when pressing a move key

InvalidOperationException while executing 'performed' callbacks of 'Player/Move[/Keyboard/a,/Keyboard/d,/XInputControllerWindows/leftStick/left,/XInputControllerWindows/leftStick/right]'
UnityEngine.InputSystem.LowLevel.NativeInputRuntime/<>c__DisplayClass7_0:<set_onUpdate>b__0 (UnityEngineInternal.Input.NativeInputUpdateType,UnityEngineInternal.Input.NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate (UnityEngineInternal.Input.NativeInputUpdateType,intptr)
#

Does someone know what i did wrong here

sullen lintel
ripe bobcat
#

Yeah i fixed it already, i made a mistake with creating the profiles

#

But thank you anyway! ๐Ÿ™‚

#

I switched to this powerfull new input system today, and i need to get used to it, cus its more complex then i thought it was, but the possibilities are amazing! ๐Ÿ™‚

#

But i had to figure out the 1D axis for the error that i had, and i found it, so its working perfectly fine now. I can't say that i miss the old input system ๐Ÿ˜‚ But i think learning this new system is a challenge

old matrix
#

what do these errors mean? I went from 2020 to 2021 and these started popping up. Is it a UI Toolkit thing?

#

also got these when stopping execution

ripe bobcat
#

Im working with the unity input system and it works and all,
But i get mega spammed with an error, looked it up for about an hour but cant find a solution,
Any one seen this before?
https://gyazo.com/443779bde6a3fd188272cd54401d7f98

InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UnityEngine.EventSystems.BaseInput.GetButtonDown (System.String buttonName) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/BaseInput.cs:126)
UnityEngine.EventSystems.StandaloneInputModule.ShouldActivateModule () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:227)
UnityEngine.EventSystems.EventSystem.Update () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:474)
#

^ Solved (setting the input handling to Both

spare elk
#

Is there a way to print the name of the input device currently sending inputs? [Resolved]

#

I have a feeling this issue is because I'm using a JoyCon with software to map it to xinput, but unity is capturing both the raw and the mapped inputs, causing it to constantly switch input devices, and therefore cause stuttering when focused on the game window. [Confirmed]

spare elk
#

Yep, the input system seems to be switch between gamepad and joystick... follow up question, how do I make it completely ignore / disable all inputs except for the gamepad? [Resolved]

#

If I go into input debugger and manually disable the device it fixes the issue, but this resets when closing

cinder basin
spare elk
#

This is what I see inside the playerInput

#

I could manually remove the devices from the playerInput c# script

cinder basin
# spare elk

Are all those actions set to use only gamepad?

spare elk
cinder basin
# spare elk

Use listen, to reference a specific controller here ๐Ÿ‘†

spare elk
cinder basin
spare elk
#

Got it working, I think the issue was before playerInput, where Unity was switching HID device constantly because of the JoyCon motion sensor being mapped as a joystick. I found a way to block the raw HID device though. Thanks for your help ๐Ÿ™‚

royal pagoda
#

Hey, last time I checked there was no easy way to check if a button is currently pressedโ€ฆ
Is there now a smooth option?

#

With the new input system

jagged wyvern
#

Depends

ripe bobcat
royal pagoda
#

Or just at the frame where I press it down

sacred void
#

Hi im following a tutorial for the input system but for some reason for them theres an option to drag the Controls script into Controls in unity but for me its not there. how would i fix it?

austere grotto
#

if it's the auto generated class you normally just create it with new e.g. controls = new Controls();

sacred void
#

does anyone know any good tutorial to know how the new input system works?

ripe bobcat
#
        controls.Enable(); &         controls.Disable();

Does someone know if you HAVE to place those 2 in void onEnable and onDisable ?
Or can i use void start as well

austere grotto
ripe bobcat
#

But you do need to enable and disable them right?
Ive heard that you can get massive issues when not doing so

austere grotto
#

If you don't disable it, it will remain enabled

#

The rest is up to you

#

If you want it to process input and perform your callbacks etc, you will have to enable it

ripe bobcat
#

But it could be just me, it just seems a bit wierd ;p

austere grotto
ripe bobcat
#

Maybe i need to place awake above onEnable & update ๐Ÿ™ƒ
I think i need sleep

#

๐Ÿ˜‚

austere grotto
#

you'd have to show your code

plain kelp
#

Hello, is there any bug report room for the input system ? I am using the 2021.3.5f1 and my inputs doesn't work if I don't play the editor "game view" in full screen. Plus the mouse position is broken, I have to use the old system for the mouse position

warped folio
#

what would be the best way to check if a button is still being pressed?

#

right now my only solution would be to make a new function just to set a bool on .started and .canceled

austere grotto
warped folio
austere grotto
#

either:

  • poll the value of the InputAction each frame
    or:
  • subscribe to started/canceled events to set a bool, which you read each frame
warped folio
#

I have a jumpsquat that is activated on jump press which is animated and then on a certain frame of that animation I have an animation event that I want to check to see if I'm still holding down that jump press to do a short jump vs normal jump

#

the animation event calls a separate function that does the check

#

am I going about this the wrong way?

austere grotto
#

what's the issue then?

warped folio
#

I don't know how to do that check

austere grotto
#

Have that animation event function either:

  • read from the input action
  • check your bool if you're doing the started/canceled
warped folio
#

oh I am just unintelligent then
this whole time I thought IsPressed() was from the old input system and couldn't be used

austere grotto
#

everything in UnityEngine.InputSystem is the new system

warped folio
#

I see now, thanks!

austere grotto
#

the old system is the UnityEngine.Input class

torpid skiff
#

Is it possible to use both the old and new input systems in the same project, on separate scenes, without the old one breaking?

torpid skiff
#

Alright, how do I make both of them work, in the same project?

austere grotto
torpid skiff
#

oh...

#

Its that simple?

#

Damn... I was just going there.

#

I set it and it works. Thank you @austere grotto for helping me so quickly with this.

orchid night
#

Hey y'all, I'm having a bit of a problem with the new input system and was wondering if anyone had any tips. I have a system setup where you walk up to something and press the a button, which then opens a UI list of buttons to choose between. Since the a button is also the button setup to select UI elements in my EventSystem, it auto fires when the window opens and auto selects the first in the list. Any way I can make it not fire on open?

#

also strangely it only happens the first time, every subsequent time it actually works as expected

orchid night
#

I came up with a workaround, but I'd still be interested in a proper fix if anyone can think of one. My workaround is to move the selection of the GameObject to Update so that it selects it the next update cycle

  private void Update()
  {
    if (!IsVisible || !Choices.Any() || EventSystem.current.currentSelectedGameObject != null) return;
    EventSystem.current.SetSelectedGameObject(transform.GetChild(0).gameObject);
  }
austere grotto
wraith rapids
#

Hello everyone.
I'm facing a weird issue :

using UnityEngine;
using UnityEngine.InputSystem;
public class Playermovement : MonoBehaviour
{

PlayerInput _playerInput;
 bool leftPressed;
void Awake()
{
    _playerInput = new PlayerInput();

    _playerInput.Controls.Left.started += OnLeft;
    _playerInput.Controls.Left.canceled += OnLeft;

}
void OnLeft(InputAction.CallbackContext context)
{
Debug.Log("Left button pressed");
leftPressed = context.ReadValueAsButton();

}

}

But when I press the Left button ("Q" in this case) I 've got the folowing message :

#

So "OnLeft" not found but the debug log message is displayed

austere grotto
#

You have a PlayerInput component with the SendMessages/BroadcastMessages mode enabled

#

that is what is giving you that error

#

you're then separately manually subscribing to input actions in your code

#

So your manually subscribed thing is working, but the broadcast messages thing is giving the error, because it expects you to have a method with an InputValue parameter, not a CallbackContext

#

The solution is to pick one approach or the other, not both.

wraith rapids
#

ok ok I understand now

#

thanks a lot

orchid night
proven nexus
#

I have the mouseX and mouseY in my games project settings set to 1.5 but when I play the built version of the game it is a whole lot higher. Any idea why?

austere grotto
proven nexus
#

sorry i meant to say I have their sensitivity set to 1.5

austere grotto
#

for mouse sensitivity - I would guess you're probably doing something inappropriate with your mouse input like multiplying it by deltaTime

proven nexus
#

ok I found the issue

#

thanks

warped folio
#

I just noticed there's a PlayerInputs and a PlayerInput

#

now I'm not sure if I am using the right one

delicate wind
#

does anyone could help me? im trying to put if (view.IsMine) in this code but its just saying error

glass yacht
austere grotto
warped folio
#

oh it is

#

yeah the auto generated one

manic dirge
#

How can I handle input from two gamepads. I've looked up some videos online, but the solutions are unsatisfactory because I don't want to spawn in a player prefab, I just want to separate the input from two gamepads.

left quarry
#

Hi, I've been trying to use the new input system, but when I try to change the value of a binding in the inspector via double click it doesn't respond

#

Anyone know why?

#

(talking about this menu btw)

robust bear
#

So like, you can't add a new binding then?

left quarry
#

I can add more bindings, but they just have the default value of <no binding>

robust bear
#

Ok, so the thing you highlighted is the button you are double clicking? If not please sent an image of what you are double clicking

left quarry
austere grotto
#

you have to press the + to add a binding

left quarry
robust bear
#

Hmmm, maybe you have to do something in the settings panel, and add something from there, it could also be a drag and drop panel. I'm sorry for not being able to help much just haven't really worked with it in awhile/:

austere grotto
#

do me a favor what happens if you put an InputAction field directly in the Weapons script?

#

Does the UI work correctly then?

left quarry
#

No

#

Another weird thing that I have noticed is that the - sign to remove the bindings I work is always greyed out, and only sometimes actually works

austere grotto
#

Hmm seems like a bug I guess

#

I don't use direct InputActions usually

#

Typcially I use an input actions asset

left quarry
#

Should I try a reinstall to fix?

austere grotto
#

see if you can update either/both of those

left quarry
austere grotto
# left quarry

ehhh maybe because you're on an alpha version of Unity

#

You might have better luck with an LTS or at least a Tech Stream release

left quarry
#

Also, for future reference, are Alphas or Betas usually more stable?

austere grotto
austere grotto
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but neither is stable

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they are experimental

left quarry
# austere grotto not in a happy way

well then I guess I'll just go to 2022.2.0b1, last time I had an editor bug it got fixed by a very small upgrade about the same size as this one

barren dust
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Can anyone tell me offhand what the equivalent of Input.GetKeyDown is in the new input system? With the code below, pressing any of the buttons set up in the input actions simply rotates the camera once by whatever the value of rotationSpeed is, whereas what I want is continuous movement while the key is held down.

public void RotationControls(InputAction.CallbackContext inputValue) { { float value = inputValue.ReadValue<Vector2>().x; transform.rotation = Quaternion.Euler(0f, value * rotationSpeed + transform.rotation.eulerAngles.y, 0f); } }

austere grotto
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The transform.rotation = Quaternion.Euler(0f, value * rotationSpeed + transform.rotation.eulerAngles.y, 0f); part needs to go in Update

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and value needs to be a member variable

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and you don't need those extra brackets { }

barren dust
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oh those brackets are leftover from an old if and I forgot to remove them

austere grotto
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also eulerAngles is a funky way of doing this. Would be cleaner and less susceptible to gimbal lock to do this:

transform.Rotate(0, value * rotationSpeed * Time.deltaTime, 0, Space.World);```
barren dust
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Thanks, I will try those changes

left quarry
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So after update it still does not work ๐Ÿค”

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Any ideas?

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because im really lost here

austere grotto
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Maybe try a released version

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And/or file a bug report

left quarry
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do i just download latest LTS?

austere grotto
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sure

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anythign that's not alpha or beta

left quarry
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and how do I file a bug report

austere grotto
shut aspen
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With the new input system, how can you detect whether they're using WASD or gamepad? I want to use L-Shift for run if they're on keyboard, but just the L-stick magnitude if they're on controller.

barren dust