Open BigToeProductions opened 1 week ago
Thank you for reporting this issue. Rather I have not worked with the PS5, and I do not know if there is an analogue of subsequent navigation through UI components, as on a PC.
The error may occur because the plugin is trying to get input from a Keyboard.current
that is not connected to the console. I think I want to implement on this check...
[!IMPORTANT] I have released an update that should resolve the error (in 1.3.1 relesase). You can already update the version via the releases page or via the git url. This update will be available on the AssetStore a little later.
If you want to use the gamepad for navigation, then you will need to use a local instance of EasyTabSolver, and manually call the Navigate method depending on the button you provide on the gamepad
var easyTabIntegration= new EasyTabIntegration();
if(Gamepad.current.xButton.wasPressedThisFrame)
solver.Navigate();
I hope my answer will be useful 🎈
Thank you for your quick response. I had to pull the plugin, but will try to implement again in the near future
Null reference on PS5...
The plugin works great on a PC build, but when I build to PS5 I get this error. I am using the global implementation, but have also added a component to a gameobject for redundancy testing.
00:02:16 NullReferenceException: Object reference not set to an instance of an object. 00:02:16 at EasyTab.EasyTabInput.GetInput (System.Single& tabPressedTime, System.Boolean& isShiftPressed, System.Boolean& isEnterPress00:02:16 ed) [0x00000] in <00000000000000000000000000000000>:0 00:02:16 at EasyTab.EasyTabIntegration.UpdateInput () [0x00000] in <00000000000000000000000000000000>:0 00:02:16 at EasyTab.EasyTabIntegration.DoUpdate () [0x00000] in <00000000000000000000000000000000>:0
I did move the EasyTab folder into a third party folder. I also added the Unity.EasyTab assembly reference to my runtime assembly.
What might I be missing?
Thanks