Input System and Rideables

Arlo

Member
Hi! I'm using Input System in my project and that seems to lead to an issue with Rideable characters. I set everything like for Blitz in the Demo scene, but when the rideable character is enabled the Player won't move. If I disable the rideable (or just its Input child) then the Player works again. Having multiple Player Input components in the scene sharing the Input Action Asset doesn't seem to be possible.
 
Hi, I just ran a quick experiment and was able to get an Atlas character onto a horse and have the both of them moving, but in an unsatisfying way ! It seems you are correct in your last statement, and even after duplicating the Input Action Asset file from the integration and giving it to Blitz, I was only able to move Atlas and get him onto and off the horse, I couldn't move Blitz at all. I was able to when I activated my XBox controller - the Player Input on Atlas was tied to the keyboard, and the one on Blitz to the controller, as you can see in these 2 pictures :

Capture d’écran (3577).png

Capture d’écran (3578).png

One last thought, I had initially tried setting up Blitz myself but ended up just using the demo one, could you try doing the same to see if we get to the same point with that ? I have a feeling something may be missing from your own Blitz.

I know this is not solving the issue, but I hope it can help a little nonetheless ! We're going to need @Justin 's light on the subject, and maybe an example of this in the Input System integration demo would be helpful.
 
Hi, I just ran a quick experiment and was able to get an Atlas character onto a horse and have the both of them moving, but in an unsatisfying way ! It seems you are correct in your last statement, and even after duplicating the Input Action Asset file from the integration and giving it to Blitz, I was only able to move Atlas and get him onto and off the horse, I couldn't move Blitz at all. I was able to when I activated my XBox controller - the Player Input on Atlas was tied to the keyboard, and the one on Blitz to the controller, as you can see in these 2 pictures :

View attachment 14253

View attachment 14254

One last thought, I had initially tried setting up Blitz myself but ended up just using the demo one, could you try doing the same to see if we get to the same point with that ? I have a feeling something may be missing from your own Blitz.

I know this is not solving the issue, but I hope it can help a little nonetheless ! We're going to need @Justin 's light on the subject, and maybe an example of this in the Input System integration demo would be helpful.
Thanks for your answer Cheo!
While reading it I thought how easy it would be to simply enable or disable the Player Input component based on State, and I found that Opsive actually implements one : ) By adding a Object Activator to each Player Input (Player's and Blitz's) one can be enabled and the other disabled based on the Ride / Rideable states. Really handy.
Thanks Justin too for those useful tools, even for the ones we don't find! : D
 
Hi, and thank you for this helpful thread! I am stuck with the same issue and I can reproduce the setup of @Cheo . When I try to use Object Activator on the 2 Input GameObjects (like BlitzInput and AtlasInput) it starts to get confusing.

@Arlo can you send more detailed instructions or screenshots of your Object Activator setup, please.
 
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