Search Issue Tracker
Fixed in 1.0.0
Votes
0
Found in [Package]
2020.1.0a20
Issue ID
1214248
Regression
No
ENABLE_INPUT_SYSTEM symbol is not being updated when the Input system is changed in Player settings
1) Open SampleScene in the attached project
2) See the debug message in the console. If it's not there, enter playmode.
3) In Player settings, change Active Input Handling to the new input system
Expected result:
Console will log that the new system is used
Actual result:
Console will say that the Old system is still being used.
Additional notes:
This happens because Unity doesnt recompile after the setting is changed. To be sure of this you can add a space in Packages->Core RP Library->Editor Unity.RenderPipelines.Core.Editor and hit save. It will recompile and the debug will now correctly show what input system is used.
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
- Prefab override popup is cropped/positioned incorrectly when more than one display is used and a higher display Scale is set
- Opening a dropdown on a small screen results in its instant closing when mouse cursor is pressed where the dropdown is going to be opened
- Only "ArgumentNullException: Value cannot be null" is displayed instead of all the actual errors when opening a project with numerous compilation errors
- MultiColumnListView and MultiColumnTreeView do not change selection on first input when focus is set by code
- SerializedProperty.DataEquals is returning false when SerializedProperty.EqualContents return true
gringo2012
Nov 14, 2020 22:24
This exact issue still exists in 2020.1.12 and 2020.1.13
What's even worse is that neither ENABLE_INPUT_SYSTEM or the ENABLE_LEGACY_INPUT_MANAGER directive work.
They're both unrecognized as we've switched from the old input to the new one