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Fixed in 1.1-preview.2
Found in [Package]
The Input System does not get re-enabled when a PlayMode input test is interrupted
How to reproduce:
1. Open the user-supplied project called "TestProject1251724.zip"
2. Open the "TestScene" Scene
3. Open Windows > Analysis > Input Debugger and observe the Devices
4. Open the Test Runner window, select "PlayMode" and press "Run All"
5. Before the test is finished, exit Play Mode
6. Enter Play Mode again and observe the Input Debug window
Expected result: the Input System is enabled and the input devices are recognized
Actual result: the Input System is disabled, and after re-entering Play mode, the input devices are not detected ("Devices (0)")
Reproducible with: 2019.3.16f1, 2019.4.2f1, 2020.1.0b14, 2020.2.0a15
Could not test with: 2017.4, 2018.4 due to the Input System package not being available
1. After interrupting the test, the button in the Game view cannot be clicked after re-entering Play mode.
2. An error saying "A Native Collection has not been disposed, resulting in a memory leak." may occur in the Console after re-entering Play mode.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- [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 (fix version 1.1-preview.2):
Fixed by https://github.com/Unity-Technologies/InputSystem/pull/1223.
Fixed in Input System preview.2 - 1.1.0 (Verified with Unity 2019.4.0f1)