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Under Consideration for 1.5.X
Votes
1
Found in [Package]
1.5.1
Issue ID
ISXB-473
Regression
No
[New Input System] Control modifiers not consumed when used across different action maps
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/main.unity” Scene
3. Enter the Play Mode
4. Click on Game View
5. Press CTRL + Numpad8
6. Observe the Console window
Expected result: 1 Message appears in the Console window “WITH modifier performed”
Actual result: 2 Messages appear in the Console window “WITH modifier performed” and “WITHOUT modifier performed”
Reproducible with: 1.2.0 (2020.3.47f1), 1.5.1 (2020.3.47f1, 2021.3.25f1, 2022.2.19f1, 2023.1.0b15, 2023.2.0a13)
Could not test with: 1.1.1 (2020.3.47f1) (Assets\PS5EdgeSupport.cs(10,36): error CS0246: The type or namespace name 'DualSenseGamepadHID' could not be found)
Reproducible on: Windows 10 Enterprise 21H2
Notes:
* When input action consumption is enabled, but actions are split across several input action maps, modifiers are not consumed across inputs in different maps
* This may be expected, but it prevents easily using input action maps as layer groupings and also is not documented anywhere I can find, which caused a long and painful debugging process
* 2 commands, "with" and "without" are created programmatically in Controller.cs. One is bound to ctrl+numpad8, and one to numpad8 only
* If you press ctrl+numpad8, you get console messages showing BOTH are pressed
* If both inputs are assigned to the same map (for ex. "map"), it works as expected
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forestrf
Jul 27, 2023 03:35
Thank you a lot for the insight about "input consuming" only consuming inputs for InputActions on the same ActionMap. This allowed me to use this feature by moving all inputs to a single ActionMap.
This is no ideal but it worked for me, I had to change the logic from enabling/disabling different ActionMaps to enabling/disabling the individual actions that were inside it.
It was still not enough for the use-case of having only shortcuts (buttons with modifiers) consume input, as any type of composite consumes inputs and those who have more composite parts have more priority to consume inputs, which makes 2D directional inputs, with 4 composite parts, the ones with the most priority. To fix this problem I added the virtual function "IsShortcut()" to the class "InputBindingComposite" and then inside ComputeControlGroupingIfNecessary() of InputActionState.cs replaced the code that measures the complexity with:
```
// Compute complexity.
var complexity = 1;
if (binding.isPartOfComposite && !disableControlGrouping) {
var compositeBindingIndex = binding.compositeOrCompositeBindingIndex;
var bindingComposite = bindingStates[compositeBindingIndex];
var composite = composites[bindingComposite.compositeOrCompositeBindingIndex];
if (composite.IsShortcut()) {
complexity = 2;
}
}
```
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