![]() Windows Standalone, Raw Input, Direct Input w/ Native Mouse/Keyboard Handling: Raw Input messages are now retrieved using GetRawInputBuffer method due to changes to Unity input in Unity 2021.2+ that breaks Rewired's Raw Input message handling due to their use of GetRawInputBuffer to eliminate massive frame rate drop from high refresh rate mice (4000-8000 Hz). Please see Updating Rewired before updating. Rewired 1.1.41.0 is available on the Unity Asset Store. "I want to customize more than what's available in the theme settings. Canvases lower in the scene hierarchy render last. Canvas render order is determined by the order of objects in the scene hierarchy. A scene can have as many Canvases as you want. You shouldn't be nesting your game's UI into the Control Mapper hierarchy. This will become apparent when you open the Control Mapper window at runtime and see many more objects, including the Fader object, then if you open a window, you will see it appear below Fader so the window is drawn over everything else. Control Mapper instantiates a ton of objects at runtime in specific containers within the hierarchy including windows like the one you're saying is not appearing. What you see in the hierarchy in edit mode is not nearly all the objects. Something that should be visible over the other windows (the modal window), is probably hidden by something else now. The call stack goes like this:Ĭlick to expand.You could easily have broken something by reordering objects in the hierarchy. There are no coroutines or anything else that could possibly delay its operation. If something were to delay it, the entire game and the Unity editor would freeze because this is run on the main thread. Nothing can inject a delay in this sequence of events. Pressing the Restore Defaults button is an atomic operation. There is no connection between scene loading and any code in Control Mapper at all. Nobody has ever reported anything like this and I cannot even imagine any possible way this could happen based on code. Something somehow is corrupted in your project or your setup is doing something very differently that is causing this. ![]() They will will work, and if they don't, then I would question whether something in Unity suddenly changed. Is some other UI element you are creating blocking the visibility of the popup window? Did you reorder the object hierarchy that Control Mapper creates so that the popup windows are underneath the UI itself? Open the demo scenes and try the same thing. However, I seriously doubt that's the cause. This is not supposed to be delayed, but I cannot control how Unity may implement their event system and if they introduced a bug, that would be very bad. This is the only possible place I can imagine any kind of delay being introduced. This calls OnButtonActivated directly using Unity's event system. ![]() The initial event that calls OnButtonActivated is a Unity event called set in the Button's inspector. Pressing the Restore Defaults button is a synchronous operation. There is no connection between scene loading and any code in Control Mapper or Rewired at all. ![]() Click to expand.Nobody has ever reported anything like this and I cannot even imagine any possible way this could happen based on code. ![]()
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