Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
2018.4
Issue ID
1318446
Regression
No
New Input system consumes time on main thread when old input system is selected in Player Settings & the package is not installe
An ES customer's project has been set to use "Input Manager (Old)" in the player settings. The new Input System package is not installed.
While profiling I noticed that the FixedUpdate.NewInputFixedUpdate, FrameEvents.NewInputBeforeRenderUpdate and PreUpdate.NewInputUpdate profile markers sometimes take a non-zero amount of time (0.06, 0.1 & 0.26ms respectively) on the main thread.
This appears to be consistently reproducible across builds, though it is not clear if this is due to thread preemption - the timings are quite consistent however across a number of profile captures, so this seems unlikely.
(Attached a deep profiling capture as requested by Dmytro)
Comments (1)
-
AlexRoseGames
Apr 15, 2025 22:26
This appears to still be an issue in unity 2023. I'm doing a switch port, I am purely using native input and have disabled the new input package, am not using it at all and have turned on the old input handler not the new in builds, and I'm getting up to 4 MILLISECONDS per frame from the new input system despite not using it at all
how can I rid this terrible package permanently from my builds
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note (2019.4.19f1):
Postponing until further notice due to higher priority needs. We hope to revisit this at a later time.