0
\$\begingroup\$

I've made a test project to test the new Input system pointers (touch and mouse), in the editor, everything works perfectly however when I build the game they don't. it's like there is not an input system. I'm not sure if I'm missing a setting or something.

I've made simple sean where the Ui displays the available devices, whether they're enabled or not, and if a touch or mouse click detected it will display general information about it.

this is how it works in the editor:
enter image description here

And this is the android version, note that button press still works: enter image description here

I did not record the PC standalone version but it still does not respond.

this is the link to the build:
https://github.com/Venay/Input_test

this is the code I used and couple of screenshots of my settings:

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.InputSystem;

namespace Testing.InputDebugger
{
    public class InputDebugger : MonoBehaviour
    {
        PointerInput pointerInput;
        public Text inputText;
        public Text deviceText;
        public Text buttonText;

        private void Awake()
        {
            pointerInput = new PointerInput();
            pointerInput.General.Pointer.performed += ctx => OnPointer(ctx.ReadValue<myCompositData>());
            pointerInput.General.Pointer.canceled += ctx => OnPointer(ctx.ReadValue<myCompositData>());

            string text = "";

            foreach (var S in InputSystem.devices)
            {
                text += S.device + " : " + S.enabled + "  \n";
            }
            deviceText.text = text;
        }

        private void OnEnable() => pointerInput.Enable();
        private void OnDisable() => pointerInput.Disable();



        public void OnPointer(myCompositData data)
        {

            string n = "\n";
            string Press = "Press: " + data.Press.ToString() + n;
            string PressCount = "Press Count: " + data.PressCount + n;
            string Position = "Position: " + data.Position + n;
            string Delta = "Delta: " + data.Delta + n;
            string Radius = "Radius: " + data.Radius + n;

            string Tap = "Tap: " + data.Tap + n;
            string StartPosition = "Start Position: " + data.StartPosition + n;
            string StartTime = "Start Time: " + data.StartTime + n;

            string Scroll = "Scroll: " + data.Scroll + n;

            inputText.text = Time.time + n + Press + PressCount + Position + Delta + Radius + n + Tap + StartPosition + StartTime + n + Scroll;

        }

        public void OnButtonPress() => buttonText.text = "Pressed at:\n" + Time.time;
    }


}

enter image description here
enter image description here

\$\endgroup\$
0
\$\begingroup\$

The was a bug in the input system where builds only supported "x86_64". Go to your project settings and make sure that is explicitly set.

It is marked as fix now https://issuetracker.unity3d.com/issues/windows-ds4-controller-doesnt-work-in-built-scene

\$\endgroup\$
1
  • \$\begingroup\$ Can you reproduce the key points from that link here in your answer, so it's preserved even if the link rots in the future? \$\endgroup\$
    – DMGregory
    Apr 30 at 11:33

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.