Input System

adamnorton

New member
New project and fresh install of everything.
Added Input Integrations from this site but I am still getting the following errors, what am I doing wrong.


InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
Opsive.Shared.Input.PlayerInput.CheckForController () (at Assets/Opsive/Shared/Input/PlayerInput.cs:339)
Opsive.Shared.Input.PlayerInput.Awake () (at Assets/Opsive/Shared/Input/PlayerInput.cs:132)
Opsive.Shared.Input.UnityInput.Awake () (at Assets/Opsive/Shared/Input/UnityInput.cs:65)

NullReferenceException: Object reference not set to an instance of an object
Opsive.Shared.Integrations.InputSystem.UnityInputSystem.OnEnable () (at Assets/Opsive/Shared/Input/InputSystem/UnityInputSystem.cs:70)

NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Demo.UI.ToggleControlHelp.Awake () (at Assets/Opsive/UltimateCharacterController/Demo/Scripts/UI/ToggleControlHelp.cs:65)

InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
Opsive.Shared.Input.PlayerInput.CheckForController () (at Assets/Opsive/Shared/Input/PlayerInput.cs:339)
Opsive.Shared.Input.PlayerInput.OnApplicationFocus (System.Boolean hasFocus) (at Assets/Opsive/Shared/Input/PlayerInput.cs:520)
Opsive.Shared.Input.UnityInput.OnApplicationFocus (System.Boolean hasFocus) (at Assets/Opsive/Shared/Input/UnityInput.cs:309)

NullReferenceException: Object reference not set to an instance of an object
Opsive.Shared.Integrations.InputSystem.UnityInputSystem.GetActionByName (System.String name) (at Assets/Opsive/Shared/Input/InputSystem/UnityInputSystem.cs:218)
Opsive.Shared.Integrations.InputSystem.UnityInputSystem.GetButtonInternal (System.String name) (at Assets/Opsive/Shared/Input/InputSystem/UnityInputSystem.cs:110)
Opsive.Shared.Input.PlayerInput.GetButton (System.String buttonName) (at Assets/Opsive/Shared/Input/PlayerInput.cs:142)
Opsive.UltimateCharacterController.Character.Abilities.Ability.CheckInput (Opsive.Shared.Input.PlayerInput playerInput) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ability.cs:791)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler.CheckAbilityInput (Opsive.UltimateCharacterController.Character.Abilities.Ability[] abilities) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:188)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler.OnItemAbilityActive (Opsive.UltimateCharacterController.Character.Abilities.Items.ItemAbility itemAbility, System.Boolean active) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:162)
Opsive.Shared.Events.InvokableAction`2[T1,T2].Invoke (T1 arg1, T2 arg2) (at <27da9e1afec54f2fb2a11d46a234f9df>:0)
Opsive.Shared.Events.EventHandler.ExecuteEvent[T1,T2] (System.Object obj, System.String eventName, T1 arg1, T2 arg2) (at <27da9e1afec54f2fb2a11d46a234f9df>:0)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.TryStartAbility (Opsive.UltimateCharacterController.Character.Abilities.Items.ItemAbility itemAbility, System.Boolean ignoreCanStartCheck) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1303)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.TryStartAbility (Opsive.UltimateCharacterController.Character.Abilities.Ability ability, System.Boolean ignorePriority, System.Boolean ignoreCanStartCheck) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1098)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.TryStartAbility (Opsive.UltimateCharacterController.Character.Abilities.Ability ability, System.Boolean ignorePriority) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1080)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.TryStartAbility (Opsive.UltimateCharacterController.Character.Abilities.Ability ability) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1069)
Opsive.UltimateCharacterController.Character.Abilities.Ability.StartAbility () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ability.cs:463)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip.StartEquipUnequip (System.Int32 itemSetIndex, System.Boolean forceEquipUnequip, System.Boolean immediateEquipUnequip) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:434)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip.StartEquipUnequip (System.Int32 itemSetIndex, System.Boolean forceEquipUnequip) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:400)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip.StartEquipUnequip (System.Int32 itemSetIndex) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:389)
Opsive.UltimateCharacterController.Inventory.ItemSet.StateChange () (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/ItemSet.cs:181)
Opsive.Shared.StateSystem.StateManager.SetStateInternal (UnityEngine.GameObject stateGameObject, System.String stateName, System.Boolean active) (at Assets/Opsive/Shared/StateSystem/StateManager.cs:309)
Opsive.Shared.StateSystem.StateManager.SetState (UnityEngine.GameObject gameObject, System.String stateName, System.Boolean active) (at Assets/Opsive/Shared/StateSystem/StateManager.cs:252)
Opsive.UltimateCharacterController.Inventory.ItemSetManagerBase.UpdateActiveItemSet (System.Int32 categoryIndex, System.Int32 itemSetIndex) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/ItemSetManagerBase.cs:885)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip.OnPickupItem (Opsive.UltimateCharacterController.Items.Item item, System.Int32 amount, System.Boolean immediatePickup, System.Boolean forceEquip) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:203)
Opsive.Shared.Events.InvokableAction`4[T1,T2,T3,T4].Invoke (T1 arg1, T2 arg2, T3 arg3, T4 arg4) (at <27da9e1afec54f2fb2a11d46a234f9df>:0)
Opsive.Shared.Events.EventHandler.ExecuteEvent[T1,T2,T3,T4] (System.Object obj, System.String eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4) (at <27da9e1afec54f2fb2a11d46a234f9df>:0)
Opsive.UltimateCharacterController.Inventory.InventoryBase.ItemIdentifierPickedUp (Opsive.Shared.Inventory.IItemIdentifier itemIdentifier, System.Int32 amount, System.Int32 slotID, System.Boolean immediatePickup, System.Boolean forceEquip) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:278)
Opsive.UltimateCharacterController.Inventory.InventoryBase.Pickup (Opsive.Shared.Inventory.IItemIdentifier itemIdentifier, System.Int32 amount, System.Int32 slotID, System.Boolean immediatePickup, System.Boolean forceEquip, System.Boolean notifyOnPickup) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:220)
Opsive.UltimateCharacterController.Inventory.InventoryBase.Pickup (Opsive.Shared.Inventory.IItemIdentifier itemIdentifier, System.Int32 amount, System.Int32 slotID, System.Boolean immediatePickup, System.Boolean forceEquip) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:192)
Opsive.UltimateCharacterController.Inventory.Inventory.LoadDefaultLoadout () (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/Inventory.cs:49)
Opsive.UltimateCharacterController.Inventory.InventoryBase.Start () (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:122)

NullReferenceException: Object reference not set to an instance of an object
Opsive.Shared.Integrations.InputSystem.UnityInputSystem.OnDisable () (at Assets/Opsive/Shared/Input/InputSystem/UnityInputSystem.cs:238)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
Opsive.UltimateCharacterController.Demo.DemoManager:InitializeCharacter(GameObject, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Demo/Scripts/DemoManager.cs:267)
Opsive.UltimateCharacterController.Demo.DemoManager:Start() (at Assets/Opsive/UltimateCharacterController/Demo/Scripts/DemoManager.cs:185)

InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UnityEngine.Input.get_mousePosition () (at <b5b654b0c064440e960fee41444b9649>:0)
UnityEngine.UI.MultipleDisplayUtilities.GetMousePositionRelativeToMainDisplayResolution () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/MultipleDisplayUtilities.cs:40)
UnityEngine.EventSystems.BaseInput.get_mousePosition () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/BaseInput.cs:75)
UnityEngine.EventSystems.StandaloneInputModule.UpdateModule () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:178)
UnityEngine.EventSystems.EventSystem.TickModules () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:452)
UnityEngine.EventSystems.EventSystem.Update () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:467)
 
The character controller does support it, and you can do so by following the steps below in a new scene:

 
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