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By Design
Votes
1
Found in [Package]
1.6.3
1.7.0
1.8.0-pre.2
Issue ID
ISXB-712
Regression
No
Two separate Input Actions triggered in separate Action Maps when another similar but Composite Binding exists
Reproduction steps:
1. Open the “ReproProject“ project
2. Open the “Assets/InputTest/InputTestScene“ scene
3. Enter Play Mode
4. Press the “Q“ button on the keyboard
5. Observe the Console Window
Expected result: “Received action trigger for Player/QBindingInPlayerMap“ and “changed action map to UI“ messages are seen in the Console Window
Actual result: “Received action trigger for Player/QBindingInPlayerMap“, “changed action map to UI“, and “Received action trigger for UI/QBindingInUIMap“ messages are seen in the Console Window
Reproducible with: 1.6.3, 1.7.0, 1.8.0-pre.2 (2021.3.33f1, 2022.3.15f1, 2023.2.4f1, 2023.3.0a18)
Reproducible on: Windows 11 Pro (22H2)
Not reproducible on: No other environment tested
Note: Changing the Binding Path from “AnotherBindingWithQPlusModifier“ Action in the “UI“ Action Map to a different button, or deleting it from the “Assets/InputTest/PlayerControls“ fixes the issue.
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Resolution Note:
Currently, actions on one action map don't prevent it firing in another action map
There is some documentation here under the "Multiple input sequences" section:
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.7/manual/ActionBindings.html#conflicting-inputs
The mechanism described here only applies to Actions that are part of the same InputActionMap or InputActionAsset.