Search Issue Tracker
Fixed
Fixed in 1.4.3
Votes
0
Found in [Package]
1.1.0-pre.5
Issue ID
ISXB-124
Regression
Yes
InputAction fields are not labeled correctly when they are inside of a Serialized non-MonoBehaviour class
Reproduction steps:
1. Open the attached project
2. Select the "GameObject" GameObject in the Hierarchy window
3. Observe the Input Action field label under the "MB Class (Script)" component's "Class With Broken Name" field
Expected result: the Input Action is labeled according to its variable name
Actual result: the Input Action is labeled as "Input Action"
Reproducible with: 1.1.0-pre.5, 1.1.1, 1.2.0, 1.3.0 (2019.4.38f1, 2020.3.34f1, 2021.3.2f1, 2022.1.0f1, 2022.2.0a13)
Not reproducible with: 1.1.0-preview.3 (2019.4.38f1, 2020.3.34f1, 2021.3.2f1, 2022.1.0f1, 2022.2.0a13)
Note: using the Input System package version 1.3.0, the Serialized InputAction field, which is inside a class, which inherits the MonoBehaviour class, is labeled correctly, however, if the Serialized InputAction field is inside a Serialized non-MonoBehaviour class, it isn't
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
- Default Preset application and Reset() method execution order is different when adding a Component via the Inspector versus calling Reset via the Component context menu
- Scene view is not outputting HDR when the "Use HDR Display Output" option is enabled, DX12 is selected as the Graphics API, and URP/HDRP is in use
- Sprite Atlas results in suboptimal packing even when "Allow Rotation" is enabled
- References placed in a UnityEvent change to the same reference when multi-selecting their GameObjects
- "ShadowCaster2D" Component doesn't work when the "Casting Source" is set to "Polygon Collider 2D"
Resolution Note (fix version 1.4.3):
InputAction fields are now displayed correctly when serialized inside of a serialized non-MonoBehavior class.