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Votes

1

Found in [Package]

1.6.3

1.7.0

1.8.0-pre.2

Issue ID

ISXB-712

Regression

No

Two separate Input Actions triggered in separate Action Maps when another similar but Composite Binding exists

Package: Input System

-

Reproduction steps:
1. Open the “ReproProject“ project
2. Open the “Assets/InputTest/InputTestScene“ scene
3. Enter Play Mode
4. Press the “Q“ button on the keyboard
5. Observe the Console Window

Expected result: “Received action trigger for Player/QBindingInPlayerMap“ and “changed action map to UI“ messages are seen in the Console Window
Actual result: “Received action trigger for Player/QBindingInPlayerMap“, “changed action map to UI“, and “Received action trigger for UI/QBindingInUIMap“ messages are seen in the Console Window

Reproducible with: 1.6.3, 1.7.0, 1.8.0-pre.2 (2021.3.33f1, 2022.3.15f1, 2023.2.4f1, 2023.3.0a18)

Reproducible on: Windows 11 Pro (22H2)
Not reproducible on: No other environment tested

Note: Changing the Binding Path from “AnotherBindingWithQPlusModifier“ Action in the “UI“ Action Map to a different button, or deleting it from the “Assets/InputTest/PlayerControls“ fixes the issue.

  1. Resolution Note:

    Currently, actions on one action map don't prevent it firing in another action map

    There is some documentation here under the "Multiple input sequences" section:
    https://docs.unity3d.com/Packages/com.unity.inputsystem@1.7/manual/ActionBindings.html#conflicting-inputs

    The mechanism described here only applies to Actions that are part of the same InputActionMap or InputActionAsset.

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