Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.0.0-preview.5
Issue ID
1265853
Regression
Yes
[Input System] Player prefabs are not instantiated on Join Action when they have InputActionAsset assigned to them
Reproduction steps:
1. Open the attached project ("case_1265853-InputActionPrefabs.zip")
2. Open the repro scene ("SampleScene")
3. Enter Play Mode
4. Press left mouse button and space bar
5. Notice that two prefabs get instantiated
6. Exit Play Mode
7. Assign "DefaultInput" InputActionAsset to Player prefab's Player Input component
8. Enter Play Mode and try to spawn them again
Expected result: Player prefabs are spawned when triggering Join Action
Actual result: Player prefabs are not spawned
Reproducible with: 2019.4.9f1, 2020.1.3f1, 2020.2.0a21
Couldn't test with 2018.4 (minimal package version not supported)
Reproducible with package versions: 1.0.0-preview.5, 1.0.0
Not reproducible with package versions: 0.9.0-preview, 1.0.0-preview.4
Note: The issue does not reproduce when using "SimpleMultiplayer" InputActionAsset from "Simple Multiplayer" sample
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Lightmaps are baked incorrectly for GameObjects when their Position is <=-2048 or >=2048 on any of the coordinates
- Sahder errors in Player when "Strict shader variant matching" is enabled and the rendering path is set to "Deferred"
- NullReferenceExceptions are being thrown when saving a ScriptableObject with an array of a type with a CustomPropertyDrawer that uses TrackPropertyValue
- Applied velocity is inconsistent when using Rigidbody AddForce() with ForceMode.VelocityChange
- Crash on AudioUtil_CUSTOM_HasAudioCallback when exiting Play Mode while the Inspector is displaying a GameObject with an empty script attached
Resolution Note:
The problem here was that the input action asset in use had no required devices in it's control schemes, so the PlayerInput component was not able to assign a device to the player. Added some validation messages both in the debug log and to the PlayerInputManager inspector window to make it clearer when this is an issue.