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Fixed in 0.3.0-preview

Votes

0

Found in [Package]

0.0.9-preview

Issue ID

1093783

Regression

No

[Input Action] Action binding doesn't refresh with ApplyBindingOverride() during runtime

Package: Input System

-

Migrated bug from GitHub: https://github.com/Unity-Technologies/InputSystem/issues/247

I want a way to let users select a different button to trigger the fire action. Take the code example below, when I press num 1 then the original A key will be replaced with W key for that action.

public class TestBindingOverride: MonoBehaviour
{
public InputAction fireAction;

public void Awake()
{
fireAction = new InputAction(name: "fire", binding: "<Keyboard>/a");

fireAction.performed +=
ctx =>
{
Debug.Log("fire!");
};
}

public void OnEnable()
{
fireAction.Enable();
}

public void OnDisable()
{
fireAction.Disable();
}

public void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
fireAction.Disable();
fireAction.ApplyBindingOverride(path: "<Keyboard>/a", newBinding: "<Keyboard>/w");
fireAction.Enable();
}
}
}

The problem is that the binding override doesn't apply immediately, and I found it refreshed when any device is discovered and added to the system.

This is when I press num 1 to call ApplyBindingOverride(), but nothing happened. The A key still triggers the fire action but W key doesn't. (See Image_1)

When I turn on my Vive tracker (any other device will do), the system updates the binding from A key to W key. Now W key triggers the fire action but A key doesn't. (See Image_2)

Any idea on how to fix it? Or is there any better way to do this? Thanks.

Rene-Damm commented on Sep 13
Confirmed. InputActionRebindingExtensions isn't flushing resolved data.
Partial fix in 07b5979. Needs some related changes to happen to catch all the cases.

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