Search Issue Tracker
By Design
By Design in 1.17.X
Votes
9
Found in [Package]
1.17.0
Issue ID
ISXB-1780
Regression
Yes
Keyboard input does not work when entering Play Mode with a controller connected and loading a Scene using a custom script
How to reproduce:
1. Open the attached project "IN-123743"
2. Open the "Assets/Scenes/Development/DevGym" Scene
3. Connect a controller
4. Enter Play Mode
5. Attempt to move the character using WASD
6. Observe the Game View
Expected result: The character moves using both WASD and controller input
Actual result: The character only moves with controller input
Reproducible with: 1.14.1 (6000.0.62f1), 1.16.0 (6000.0.62f1, 6000.2.13f1)
Not reproducible with: 1.14.0 (6000.0.62f1)
Could not test with: 6000.3.0f1 (Scene does not start using custom script), 6000.4.0a5, 6000.5.0a1 (Error CS0115)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Workaround: connecting a controller after entering Play Mode results in both keyboard and controller input working
Notes:
- referenced script is in "Assets/Scripts/Debug/SceneAutoLoader" and in the scene is on the "DebugSceneAutoLoader" GameObject
- tested using a DualSense controller
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:
Thank you for reporting a bug to Unity.
After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. In this case, the project is using a single, project-wide InputAction asset both directly in the custom character controller script and via a PlayerInput component. This setup is not supported. The Input System displays a helpbox warning about this in the editor on the PlayerInput, and the observed behavior is consistent with that warning. We understand this may differ from your expectations or workflow.
Suggested workaround:
- Duplicate the InputAction asset and use one copy for the character controller and another for PlayerInput, especially for debugging or separation of concerns.
We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements.
Resolution Note (1.17.X):
Thank you for reporting a bug to Unity.
After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. In this case, the project is using a single, project-wide InputAction asset both directly in the custom character controller script and via a PlayerInput component. This setup is not supported. The Input System displays a helpbox warning about this in the editor on the PlayerInput, and the observed behavior is consistent with that warning. We understand this may differ from your expectations or workflow.
Suggested workaround:
- Duplicate the InputAction asset and use one copy for the character controller and another for PlayerInput, especially for debugging or separation of concerns.
We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements.