1 (edited by Freeport7 2021-07-28 08:31:58)

Topic: Double input bug on UFE 2.0.2

Hello! Got UFE 2.0.2 a long time ago and never updated it, so it might be already fixed on a new version, still I'm not comfortable with updating the project version as I have a lot of "custom" solutions applied to a few bugs. I'm having a big problem with the input as it is very sensitive. First when you abort a fight and return to menu, the "accept" key seems to be pressed twice, as it takes you to the story mode instead of the main menu. When you enter training mode it shows every button pressed twice as:
⬇️
⬇️
1
1
◀️
◀️
6
6

Instead of
⬇️
1
◀️
6

This means problem when you try to do special attacks

Any solution to this?
Before blaming my "custom" code, I must let you know that I only edited a part of the code that was posted on this forum for a well known bug where when you go out of CPU vs CPU mode you can still hear them fighting despite it's only displaying the main menu, and when you went out of a fight for entering another, there were 4 fighters instead of 2
I don't think it's anything to do with that

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Re: Double input bug on UFE 2.0.2

I believe this issue was fixed on UFE 2.4.1:
http://www.ufe3d.com/forum/viewtopic.php?id=2597

- Fixed issue where pressing to go back to main menu under pause menu triggers story mode

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Re: Double input bug on UFE 2.0.2

Aaah I see! Still, is there any way to fix it without updating? As updating would break a lot of the custom functions hmm

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Re: Double input bug on UFE 2.0.2

Under PauseScreen.cs, replace the GoToMainMenu function with the following code:

public int backToMenuFrameDelay = 6;

public virtual void GoToMainMenu()
{
        UFE.DelayLocalAction(GoToMainMenuDelayed, backToMenuFrameDelay);
}

private void GoToMainMenuDelayed()
{
        UFE.EndGame();
        UFE.FireGameEnds();
        UFE.StartMainMenuScreen();
        UFE.PauseGame(false);
}
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5 (edited by Starcutter 2022-03-01 17:07:53)

Re: Double input bug on UFE 2.0.2

I don't believe this is a fixed bug, unfortunately.

I'm also getting double accepts, but only when using certain controllers. Keyboards and normal controllers seem to work fine, but fighting/arcade stick controllers have a double-input issue. It seems to be only affecting accepts, as canceling and moving the cursor seem to work fine.

EDIT: Actually, upon further reading, I'm not sure my issue is the same as the one described here. My inputs are registering fine in training mode. I will say that in my case it appears that multiple different input systems are attempting to control the menus, as on gamepad both A and Y work as accept for some reason. Is there a known issue of switching to CInput having odd side-effects with the Unity Input System or something?

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Re: Double input bug on UFE 2.0.2

I would highly suggest rewired personally, everything about that asset is 100% worth the cost.
As far as this issue goes I believe it's still present in 2.4.1 and it only seems to effect accepts.
I wanted my confirm button to be the "A" button on an xbox controller but, I had to switch it to a different button to prevent the double input issue. I would suggest switching the confirm button for now.
https://i.imgur.com/N1e4Szj.png

I did have an idea to change the button via script (if possible) at certain times but, it's slightly risky if not coded properly.

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Re: Double input bug on UFE 2.0.2

Hey I'm using UFE 2 SOURCE v2.3.0 with unity 2019.2.21. there is a input problem I can't Solve kindly help.

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Re: Double input bug on UFE 2.0.2

chkahifali355 wrote:

Hey I'm using UFE 2 SOURCE v2.3.0 with unity 2019.2.21. there is a input problem I can't Solve kindly help.

I recommend upgrading to the latest version.

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