Search Issue Tracker
Fixed in 2022.2.0f1
Fixed in 2022.2.X, 2023.1.X, 2023.1.0a3
Votes
0
Found in
2022.2.0b9
2023.1.0a16
Issue ID
UUM-18496
Regression
No
[UI Toolkit] Mouse events not triggered in build when Active Input Handling is set to both
Steps to repro:
- download the attached project
- Make sure you can build a player (windowsstandalone)
- Hit play in the gameview and click and hover the label ( some logs will appear and clicks events are listed)
- now build a player and once its built, do the same
Result:
Events are not registered by clicking on the label.
!label.gif!
Workarounds:
- Adding a script with an empty OnGUI method seems to fixes the problem.
- Adding a standaloneinputmethod as a compoent on the UI Document fixes the problem.
Notes (From Benoit):
I'm pretty sure the problem comes from some optimization in our Build code that detects there's no GUI active in the game, and seeing that the new Input is also present (because you have "Both" selected) it probably discards the old input events. On the other hand UIToolkit detects that the old input also available and it tries to consume the GUI events, which aren't there.
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2023.1):
Was already fixed by https://ono.unity3d.com/unity/unity/pull-request/143646/_/uitoolkit/bugfix/1411711-pointerdeltayinverted-2