This has limitations because different keyboard layouts may send different "OEM" key codes for certain keys. Unity's mapping for keys on Windows is based directly on the VKey returned by Windows. If that's the case, then there's nothing I can do to make it work because script execution order is critical in making Rewired initialize before other scripts call it.ġ. If you are 100% certain there is an enabled Rewired Input Manager in the scene and the GameObject or Component aren't being disabled by something, then the only thing I can think of is that there is some kind of new error in Unity causing the scripts to respect the script execution order. Therefore, what you are describing cannot be happening based on the script execution order. Rewired.Initializer is set to -31999 script execution order so it is guaranteed to execute its Awake function and instantiate the Rewired Input Manager prefab before any other script in the scene can execute.Īny catastrophic failure to initialize Rewired resulting in ReInput.isReady being false would be logged. Rewired.InputManager is set to -32000 script execution order so it is guaranteed to execute its Awake function before any other script in the scene. The only possible way this could happen is if there is no enabled Rewired Input Manager in the scene at the time Awake is called on RewiredStandaloneInputModule. The log is showing that RewiredStandaloneInputModule:Awake() is running and finding that ReInput.isReady is false. See Using the Rewired Input Manager in your game.
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