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Fixed

Fixed in 1.4.2, 1.5.0

Votes

17

Found in [Package]

1.3.0

Issue ID

ISXB-112

Regression

Yes

Colors of buttons change when using multiple Multiplayer Event Systems

Package: New Input System Bugs

-

Reproduction steps:
1. Open the user's attached "BugUIProject.zip" project
2. Open the "BugScene" Scene
3. Enter the Play mode
4. Press any keyboard key to create a "PlayerPrefab(Clone)" Prefab
5. Duplicate the "PlayerPrefab(Clone)" Prefab
6. Observe the colors of buttons in the Scene

Expected result: Colors didn't change
Actual result: Colors became darker

Reproducible with: 1.3.0 (2019.4.38f1, 2020.3.33f1, 2021.3.1f1, 2022.1.0f1, 2022.2.0a11)
Not reproducible with: 1.2.0 (2019.4.38f1, 2020.3.33f1, 2021.3.1f1, 2022.1.0f1, 2022.2.0a11)

Note: Leaving only one Multiplayer Event System enabled fixes the issue

Comments (2)

  1. drastikx2

    Jul 17, 2022 14:04

    Here are some of the features impacted by this (the new CanvasGroup being toggled on playerRoot). In all of these, I am using a local multiplayer setup. MultiplayerEventSystem, InputSystemUIInputModule; and testing with multiple players connected.

    - Button visual states flash/flicker frequently.
    - Selectable elements seem to simultaneously have "Disabled" and "Normal" interaction states active. Color schemes are not obeyed, Dropdowns look silly with a disabled BG color on every item.
    - Players can lose selected UI GameObject when other players' canvas objects update (new GameObjects are instantiated on another's canvas).

    I am using explicit navigation settings on selectables.

    I believe the problems arise from the change in InputSystem 1.3.0 stating:
    "This fix relies on a CanvasGroup being injected into each playerRoot and the interactable property of the group being toggled back and forth depending on which part of the UI is being updated."

    None of the issues exist in InputSystem 1.2.0

  2. dannyalgorithmic

    Apr 25, 2022 02:51

    This is one of the most annoying issues preventing this "flexible input system" from being useful.

    Wow, I can spawn multiple characters easily. Without a properly function set of classes, this is horrendous at prototyping, and demands you do EVERYTHING in the same ways as before.

    It's ironically less flexible and more combersome than every before.

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