Buttons broken using new Input System - unity3d

I've got a problem that is seemingly impossible to debug. My project originally started using 2019.2 and upgraded to 2019.3 without any problems. I then installed the preview package for the new input system.
This "disabled" all the buttons in that they are visible in the editor and during run time but they are impossible to click on or interact with.
To reproduce this issue I tried:
Creating a new empty 2D project
Installing and switching to the new Input System
Importing their demo scene from the package manager
At this point I tried running each scene. All of them worked except "SimpleDemo_UsingActions.unity".
I added a button to the "SimpleDemo_UsingPlayerInput.unity" and added a script to the button. With a function:
public void Button()
{
Debug.Log("Button Pressed");
}
I ran this scene and it worked! I could move around shoot the cubes that is built into the script and I could click on the button and it showed in the log.
For this reason I am stumped. I do not know how to debug this issue.
Can I have some advice? Has anyone had a similar issue or know how I would go about debugging this?

I managed to find the answer. For some reason using the new input system's "InputSystemUIInputModule" breaks all the UI and just does not work.
I fixed it by just deleting my EventSystem and creating a new one in the scene.
Do not. and I repeat. Do Not use the new input system's manager for the event system.

I write answer because it's first result in google.
To get rid of this, select EventSystem in hierarchy, then in inspector you should see warning and button to replace old input system with new.
Unity ver. 2019.4.1
Input System ver. 1.0.0

I'm still currently testing but I manage to get something by duplicating the defaultInputActions.inputactions file from the Packages >> Input System >> InputSystem >> Plugins >> PlayerInput.
I realized that that .inputactions has a UI Action Maps. I added more Action Maps and did some testing, the added action maps works and buttons are somewhat reacting as well.
Just sharing this now so that more developers can test this with me and hopefully find a way to work around this major issue.

Had the same issue. Make sure that the input system package, does not have any devices inside... It worked for me after migrating from the Previous Input System

Related

Unity Console not showing result and Object disappears on running

Hi I installed unity hub and added editor ''Unity 2021.1.7f1''.
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I attached the script to an empty objecthere is screenshot
Now on running the console shows nothinghere is screenshot
Why is this happening?
Now i created a 2D square object and added a script to it that i copied from the tutorial i was learning from, VSC shows no error in it as well. Here it ishere is screenshot
I attached this script to the squarehere is screenshot
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I am new so please forgive if i made some technical error. I need help with these two problems. Any help would be appreciated.
The first issue is caused by a typo in your script, you typed start() instead of Start() (Notice the capital S, Unity Event functions are case sensitive.)
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I have been watching tutorials on youtube (i'm new to unity), I was trying to add a rigid body to my player, which I've never done. In the video they clicked add component in the inspector then physics then rigid body. but i don't see physics and when I search for it nothing appears. the only options i get are:
Effects
Layout
Mesh
Miscellaneous
Rendering
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Underneath Box Collider i get a warning saying the the "module that implements this component type has been force excluded in player settings" could this be the problem? If so how would i fix it?
Thanks.
Try go to the PackageManager, switch to Built-In Packages and see if the package Physics is installed. Sounds like it has been actively be removed (uninstalled) or you somehow broke the Packages/manifest.json file.
If you can't even get the PackageManager try to reset the packages as described here via the top menu bar → Help → Reset Packages to defaults
or just directly replace your Packages/manifest.json with a one from a fresh empty project
Also note
Our first TECH stream release of the year is available as of today. Unity 2020.1 includes a wide range of features and improvements that make Unity workflows even more intuitive and make you more productive, while Unity 2019 LTS remains the recommended version for projects in production.
The PackageManager got an overhaul and a lot of users had issues like yours. See e.g. this thrread.
You should stick to the LTS versions, currently 2019.4 LTS (except for experimenting with the very newest features).
So if you type in the search bar of Add Component "Rigid" nothing pops up? If not I believe it should.
The problem could be in your libraries. Try deleting the library in your project (with Unity closed). Maybe if you have not made much progress in this project you could try opening a new unity project and seeing if it works.

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Screenshot
Are all actor blueprint editor view all the same as you described? Did the log report some errors about that?
I think maybe there is something wrong with your editor, several ways to solve youre problem:
+ If you are using the installed version(which is installed from Epic Games Launcher),just try to use verify to repair your editor.
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So, I'm working on an Eclipse Plugin which includes a custom view based on analysis of source code. The majority of the time, it works great. However, if I quit Eclipse with that view open, when I reopen it, it runs into an error with either IWorkbenchWindow.getActivePage() or IWorkbenchPage.getEditorReferences() returning null. This inconsistency seems to be because the view has the focus when Eclipse quits and is the first thing that Eclipse tries to reconstruct on start up. the focus is on a non-window shell (I don't fully understand this, but that's what this said). Is there a workaround so that I can ensure that Eclipse fully loads its IWorkbenchWindow before my custom plugin regardless of what has the focus when Eclipse closes?
Thanks
You can consider using the site instead: getSite().getPage()...
Tonny Madsen pointed out in the comments that, from within a View, I can access the Active Page from getSite().getPage(), which solved the issues.

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I have been experiencing a strange issue in Flex Builder 3 where certain dialogs such as the Add New Project wizard and the SVN Commit dialog are completely empty save for the title area.
I'm running Flex Builder v3.0 (build 3.02.2.214193) on the Windows 7 RC. I have tried completely uninstalling and reinstalling Flex Builder to no avail. I don't think it's Windows 7 causing the issues because it was working a couple of months ago with no problems. Even more strange is that I have not installed any additional plugins or made any configuration changes to Flex Builder between the time before these problems began and now.
Has anyone else encountered this problem, and if so, know of any solutions?
Here are a couple of screenshots to illustrate the behaviour.
alt text http://www.colincochrane.com/image.axd?picture=2009%2f9%2fdialog2.PNG
alt text http://www.colincochrane.com/image.axd?picture=2009%2f9%2femptydialog.png
You are probably running Logitech SetPoint. Try killing all setpoint processes. (you don't even have to restart flex). It worked for me :-S
According to this Adobe forums post, there are multiple causes:
SetPoint (as indicated by Scheea)
Wacom Tablet drivers
In addition, comments suggest the following:
UltraMon
These seem to suggest that the cause is any program which monitors keystrokes or mouse movement.
Workaround: In the new wizard dialog above, note the question mark on the bottom left (the help button). When you click on the help button a help panel is added to the dialog on the right separated from the main dialog by a splitter. When you drag the splitter the rest of the dialog appears. You may need to scroll to a position where you can see all of its contents, but it should become usable. Resizing the dialog alone was not sufficient for me.
In addition, I couldn't fully use the mouse to select elements so I had to type into the filter field in order for the correct projects to show up.
I had the issue with Window7 x64 Ultimate with FB3 Pro and shutting down Set Point seems to have fixed the issue.
For me it was Set Point and Display Fusion (allows you to set up multiple background images as wallpaper on multiple monitors). Took a lot of hair pulling to figure this out.