Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.1.0-pre.5
Issue ID
1343712
Regression
No
[Input System] UI Components lags when using Input System UI Input Module together with Player Input Component
How to reproduce:
1. Open the user's attached project "PlayerInput Bug.zip"
2. Enter the Play Mode
3. Click and drag Right or Left Stick (joystick)
4. Observe the Stick GameObject's behavior
Expected result: Stick GameObject is draggable smoothly
Actual result: Stick GameObject lags and get stuck
Reproducible with: 1.0.2 (2019.4.28f1), 1.1.0-pre.5 (2020.3.13f1, 2021.1.13f1, 2021.2.0b1)
Could not test with: 2018.4.36f1 (Input System is not introduced yet)
Reproducible on:
VLNQA00331, Huawei P20 lite (ANE-LX1), Android 9, CPU: HiSilicon Kirin 659, GPU: Mali-T830
VLNQA00321, Xiaomi MI 9 (MI 9), Android 10, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00013 - Galaxy S6 Edge+ (SM-G928F), OS: 7.0.0, CPU: Exynos 7 Octa (7420), GPU: Mali-T760
Editor
Android Standalone
macOS Standalone
Notes:
- To see an expected behavior, in the EventSystem GameObject disable Player Input Component
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
- [HDRP] SUCCEEDED(hr) error is thrown when the project's Shadows Filtering Quality is set to High or Very High
- With specific Windows 10 settings, the player window resolution does not match the values passed into Screen.SetResolution()
- Material leaks memory when using PostProcess-Layer
- [URP] Adreno GPU is not getting the required vertex data
- [DX12] ShaderData.VariantCompileInfo.ShaderData contains 38 extra bytes on DirectX 12
Resolution Note:
Symptoms described are due to project setup and are by-design and can be avoided by applying a PlayerInput and action map configuration that doesn't cause ping/pong effects between controller schemes by either using orthogonal configurations, disable auto-switching or adapt on-screen control visibility based on target platform.