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Votes

0

Found in

2018.3.6f1

Issue ID

1132058

Regression

No

[WebGL] Mouse Input.GetAxis is not detected in WebGL until Controller is connected

WebGL

-

How to reproduce:
1. Open attached Unity project
2. Build and Run on WebGL
3. Press "Space" until MainGame scene is loaded
4. Move mouse side to side

Expected result: View is controlled by the mouse movement.
Actual result: Mouse movement doesn't control view.

Reproduced with:2019.2.0a7, 2019.1.0b6, 2018.3.7f1.

Notes:
After connecting the controller mouse movement starts to control the view. Disconnecting controller leads to not detecting mouse movements again.
In Standalone build mouse movements are not detected at first, but issue fixes after connecting controller and does not appear again after disconnecting it.
Can't test on 2017.4 because of errors.

  1. Resolution Note (2019.2.X):

    It is not a bug, please see the code. In case of WebGL use development build - it will show that there was an exception in GetJoystick function.
    If you try to write
    ```
    try
    {
    Vector2 leftJoystick =
    PlayerInputManager.Instance.GetLeftJoystick(PlayerInputManager.ControllerInput.Controller1);
    m_CharacterController.Move(transform.forward * leftJoystick.y * VELOCITY * Time.deltaTime);
    m_CharacterController.Move(transform.right * leftJoystick.x * VELOCITY * Time.deltaTime);

    Vector2 rightJoystick =
    PlayerInputManager.Instance.GetRightJoystick(PlayerInputManager.ControllerInput.Controller1);
    AddYaw(rightJoystick.x);
    AddPitch(-rightJoystick.y);
    }
    catch
    {

    }

    AddYaw(Input.GetAxis("Mouse X") * MOUSE_SENSITIVITY);
    AddPitch(-Input.GetAxis("Mouse Y") * MOUSE_SENSITIVITY);
    ```

    instead - you will see that it works. Mouse wasn't working because C# exception was raised just before mouse code, so it never gets called.

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