Search Issue Tracker
Won't Fix
Won't Fix in 1.5.X
Votes
0
Found in [Package]
1.3.0
1.5.0
Issue ID
ISXB-100
Regression
No
[Input System] UI Toolkit elements are not focused when entering Play mode with New Input System
Reproduction steps:
1. Open the attached user's Unity project "NewFocus.zip"
2. Go to Assets > Scenes folder and open "SampleScene.unity" Scene
3. Enter the Play mode and press the "Enter" key
4. Observe the Game view
Expected result: The cube appears in the Game view after pressing the "Enter" key
Actual result: The cube does not appear in the Game view after pressing the "Enter" key
Reproducible with: 1.2.0, 1.3.0 (2021.2.19f1, 2021.3.1f1, 2022.1.0f1, 2022.2.0a10)
Could not test with: 2019.4.38f1, 2020.3.33f1 (Project breaks after downgrade)
Notes:
- The issue is not reproducible with Old Input System
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:
The firstButton.Focus() is currently called in the OnEnable() method. That does not work because the focused element needs to be provided in the Start() method. Otherwise the EventManager initialization is done, without the event manager knowing the first selected element. So the best practice at the moment is to use the .Focus() method in Start(). I am referring to the following documentation: https://docs.unity3d.com/Manual/UIE-faq-event-and-input-system.html
Resolution Note (1.5.X):
The firstButton.Focus() is currently called in the OnEnable() method. That does not work because the focused element needs to be provided in the Start() method. Otherwise the EventManager initialization is done, without the event manager knowing the first selected element. So the best practice at the moment is to use the .Focus() method in Start(). I am referring to the following documentation: https://docs.unity3d.com/Manual/UIE-faq-event-and-input-system.html