Search Issue Tracker
Active
Under Consideration for 1.17.X
Votes
3
Found in [Package]
1.17.0
Issue ID
ISXB-1620
Regression
No
InputTestFixture.TearDown() fails to reset Input System state between consecutive scene-based tests
Reproduction steps:
1. Open the attached “IN-107889.zip” project
2. Open the “Playground” Scene
3. Open the Test Runner Window (Window > General > Test Runner)
4. Click on the Playmode tab
5. Click “Run All”
6. Observe the test results
Expected result: Both tests run successfully
Actual result: “TestOneSuccess” test runs successfully, and “TestOneSuccessAgain” (same test as first) test fails
Reproducible with: 1.9.0, 1.14.1 (6000.0.54f1, 6000.1.12f1, 6000.2.0b10, 6000.3.0a3)
Reproducible on: Windows 10 (user reported), Windows 11
Not reproducible on: No other environment tested
Notes:
- Tests do not fail when run one by one, but Input actions become null in subsequent tests
- Removing InputTestFixture.TearDown() makes consecutive tests pass
- Issue persists even with DestroyImmediate() instead of Destroy()
- Cleaning all GameObjects in the Scene also does not help
Comments (1)
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
- “FocusController has unprocessed focus events.” warnings are thrown after adding iOS, tvOS or visionOS Build Profiles
- Holes and different colors appear on default Tree Materials after applying them to the Tree GameObject and undoing changes
- Error indicating that the Text Asset Importer hasn't been disposed properly is logged when switching Importer Type in a Focused Inspector
- Documentation installation shows "Install failed: Validation Failed" when installing Android Build Support module
- Error indicating that the Package Manifest Importer hasn't been disposed properly is logged when switching Importer Type in a Focused Inspector
Brian_4548
Jan 09, 2026 13:58
Seem to have the same issue with any version above 1.11.2. Any successive unit tests that have test input fixtures throw a null reference.
Map index out of range in ProcessControlStateChange
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
Control index out of range
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
Binding index out of range
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
Exception 'NullReferenceException' thrown from state change monitor 'InputActionState' on 'Vector2:/Mouse/position'
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.InputSystem.InputActionState+BindingState.get_actionIndex ()