I'm creating a simple Pachinko-style game and using a single button to drop balls in. Everything is working great, but the Unity Editor is throwing an ArgumentException for the Submit axis "not set up", so I added it to the InputManager only for it to then throw the same error for the Cancel axis.

When I first started the project I deleted the default axes from the InputManager and replaced them with a single one I've called "Fire". I don't use any other axes in any of my two script.

If I select the error in the console it jumps me to BaseInput.cs

I researched this for a while, but the only solution I saw was regarding a misspelling of the axis name, but I'd like to be clear that in this case the axes involved are totally unused in my code.

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    \$\begingroup\$ Do you have a Standalone Input Module in any of your scenes, supporting interaction with your UI canvas? \$\endgroup\$ – DMGregory Jun 3 at 5:26
  • \$\begingroup\$ Yes! I disabled that component on the EventSystem and it totally worked! Thanks so much! (Still trying to figure out how to mark your comment as the answer, though!) EDIT: I suppose I can't mark that as an answer, so I added an answer below. \$\endgroup\$ – VGpunx Jun 3 at 19:23

Thanks to DMGregory for answering this! The problem was indeed caused by a Standalone Input Module on my EventSystem which was created when I added the UI Canvas. Thanks so much!

  • \$\begingroup\$ Note that these inputs are needed if you want players to be able to navigate your UI using a keyboard or gamepad. This can be important for accessibility, so it's worth mapping these controls to inputs in your Input Manager. \$\endgroup\$ – DMGregory Jun 3 at 19:44

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