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By Design
By Design in 1.12.X
Votes
0
Found in [Package]
1.12.0
Issue ID
ISXB-1396
Regression
No
[Input System] Interactive binding does not fully suppress controller inputs when pressing action button
Steps to reproduce:
1. Open the "IN-94270" project
2. Open the "Assets/Input System/1.11.2/Rebinding UI/RebindingUISampleScene.unity" scene
3. Connect the controller
4. Enter Play Mode
5. Press on “Interact” InputFIeld under "GamePad" and rebind it to the top action button (Triangle/'A')
Expected result: Changes “Interact” bind to Triangle input
Actual result: Inputs are not suppressed and the “INPUT DETECTED!!” popup is shown
Reproducible with: 1.6.1, 1.7.0 (2022.3.57f1), 1.1.12, 1.12.0, 1.13.1 (6000.0.37f1, 6000.1.0b5, 6000.2.0a2)
Testing environment: Windows 11 Pro, macOS 15.2 (M1 Max) (by user)
Not reproduced on: No other environment was tested
Notes:
- Reproducible with PS4, PS5, Nintendo Switch but not with Xbox controllers
- Also reproducible in a build
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Resolution Note:
The Unity InputSystem allows developers to respond to input from a wide range of devices, it also provides a method to map certain inputs to actions. However it is up to the developer to respond to the inputs in a way that makes sense for their project.
The action binding example provided is intended to be for learning purposes; a starting point to work from, not a fully complete template or solution. The recommended solution to the problem explained in this ticket is to carefully consider action maps when building up your input actions and disable maps that are not intended to be in use. For example, you could setup your input actions with a "gameplay" action map, then when in the menu (or specifically the binding menu) you could use `InputActionMap.Disable` to ensure actions no longer fire when the currently bound input is actuated. The call `InputActionMap.Enable` on exiting the menu.
We are looking to update our binding example to bring attention to this solution.
Resolution Note (1.12.X):
The Unity InputSystem allows developers to respond to input from a wide range of devices, it also provides a method to map certain inputs to actions. However it is up to the developer to respond to the inputs in a way that makes sense for their project.
The action binding example provided is intended to be for learning purposes; a starting point to work from, not a fully complete template or solution. The recommended solution to the problem explained in this ticket is to carefully consider action maps when building up your input actions and disable maps that are not intended to be in use. For example, you could setup your input actions with a "gameplay" action map, then when in the menu (or specifically the binding menu) you could use `InputActionMap.Disable` to ensure actions no longer fire when the currently bound input is actuated. The call `InputActionMap.Enable` on exiting the menu.
We are looking to update our binding example to bring attention to this solution.