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I've got an input action asset that generates a C# script:
I've got a script with a public field of that type:
When assigning the field, I think I should only be able to assign the same input action asset that the type defines, but I can assign all of them:
That shouldn't be possible, right? If I assign menu input there, I get all kinds of trouble:
KeyNotFoundException: Could not find an action map called 'KnightMap' in asset 'MenuControls (UnityEngine.Experimental.Input.InputActionAsset)' UnityEngine.Experimental.Input.InputActionAsset.GetActionMap (System.String name) (at Library/PackageCache/com.unity.inputsystem@0.1.2-preview/InputSystem/Actions/InputActionAsset.cs:318) KnightControls.Initialize () (at Assets/Input/KnightControls.cs:22) KnightControls.get_KnightMap () (at Assets/Input/KnightControls.cs:114) InputTester.Awake () (at Assets/InputTester.cs:15)
The text was updated successfully, but these errors were encountered:
Closing for it is tracked: https://issuetracker.unity3d.com/issues/scripting-inputactionassetreference-fields-are-untyped
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I've got an input action asset that generates a C# script:
I've got a script with a public field of that type:
When assigning the field, I think I should only be able to assign the same input action asset that the type defines, but I can assign all of them:
That shouldn't be possible, right? If I assign menu input there, I get all kinds of trouble:
KeyNotFoundException: Could not find an action map called 'KnightMap' in asset 'MenuControls (UnityEngine.Experimental.Input.InputActionAsset)' UnityEngine.Experimental.Input.InputActionAsset.GetActionMap (System.String name) (at Library/PackageCache/com.unity.inputsystem@0.1.2-preview/InputSystem/Actions/InputActionAsset.cs:318) KnightControls.Initialize () (at Assets/Input/KnightControls.cs:22) KnightControls.get_KnightMap () (at Assets/Input/KnightControls.cs:114) InputTester.Awake () (at Assets/InputTester.cs:15)
The text was updated successfully, but these errors were encountered: