Permanent loss of input control and null refs after interacting with a dialogue target
See original GitHub issueShort description In NewInteractionExample and InteractionExample, interacting (E on keyboard) with the Bard Hare disables controls and throws NullReferenceExceptions in the InputReader when triggering the Dialogues/MoveSelection action.
Expected behaviour I imagine movement controls are supposed to be disabled. However, no dialogue is presented, so there is no avenue for returning to an enabled movement. I’d expect there to be some dialogue and movement control be returned to the player once the dialogue has finished.
To Reproduce Steps to reproduce the behavior:
- Play NewInteractionExample or InteractionExample
- Walk up the Bard Hare.
- Trigger the interact action (E on keyboard)
- Try to walk away or move camera.
Notes
NullReferenceException while executing 'performed' callbacks of 'Dialogues/MoveSelection[/Keyboard/w,/Keyboard/s,/Keyboard/a,/Keyboard/d,/Keyboard/upArrow,/Keyboard/downArrow,/Keyboard/leftArrow,/Keyboard/rightArrow]'
NullReferenceException: Object reference not set to an instance of an object InputReader.OnMoveSelection (UnityEngine.InputSystem.InputAction+CallbackContext context) (at Assets/Scripts/Input/InputReader.cs:127)
Issue Analytics
- State:
- Created 3 years ago
- Comments:5 (5 by maintainers)
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Top GitHub Comments
Hey everyone! This issue has been fixed so I will close it just to avoid that anyone spends time looking into fixing it. Thank you all 😃
Loss of input control should be fixed after this PR is merged: https://github.com/UnityTechnologies/open-project-1/pull/195 It happen when trying to call empty UnityAction