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FIX: disabling the InputSystemUIInputModule component resets all actions to None #2192

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@K-Tone K-Tone commented Jun 5, 2025

Description

This PR fixes a problem where disabling the InputSystemUIInputModule component would reset all the actions, even if they had been priorly set by user.

This started to happen after a fix for another regression landed, where we unassigned all actions from the components OnDisable. I believe this is wrong, since the only thing we really need to be resetting is the default actions asset that shouldn't normally survive re-reentering playmode.

Testing status & QA

Local testing, a new regression test, pending a QA pass

Overall Product Risks

  • Complexity: Low
  • Halo Effect: Low

Checklist

Before review:

  • Changelog entry added.
    • Explains the change in Changed, Fixed, Added sections.
    • For API change contains an example snippet and/or migration example.
    • JIRA ticket linked, example (case %%). If it is a private issue, just add the case ID without a link.
    • Jira port for the next release set as "Resolved".
  • Tests added/changed, if applicable.
    • Functional tests Area_CanDoX, Area_CanDoX_EvenIfYIsTheCase, Area_WhenIDoX_AndYHappens_ThisIsTheResult.
    • Performance tests.
    • Integration tests.
  • Docs for new/changed API's.
    • Xmldoc cross references are set correctly.
    • Added explanation how the API works.
    • Usage code examples added.
    • The manual is updated, if needed.

During merge:

  • Commit message for squash-merge is prefixed with one of the list:
    • NEW: ___.
    • FIX: ___.
    • DOCS: ___.
    • CHANGE: ___.
    • RELEASE: 1.1.0-preview.3.

After merge:

  • Create forward/backward port if needed. If you are blocked from creating a forward port now please add a task to ISX-1444.

@@ -1665,7 +1676,6 @@ protected override void OnDisable()
InputActionState.s_GlobalState.onActionControlsChanged.RemoveCallback(m_OnControlsChangedDelegate);
DisableAllActions();
UnhookActions();
UnassignActions();
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^ This line is very wrong, it results in user data being lost on component deactivation.

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codecov-github-com bot commented Jun 5, 2025

Codecov Report

Attention: Patch coverage is 36.36364% with 7 lines in your changes missing coverage. Please review.

Files with missing lines Patch % Lines
...InputSystem/Plugins/UI/InputSystemUIInputModule.cs 36.36% 7 Missing ⚠️
@@             Coverage Diff             @@
##           develop    #2192      +/-   ##
===========================================
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===========================================
  Files          367      367              
  Lines        53528    53538      +10     
===========================================
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Files with missing lines Coverage Δ
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... and 1 file with indirect coverage changes

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@K-Tone K-Tone changed the title reset the default actions static field during scene load to fix it ha… FIX: disabling the InputSystemUIInputModule resets all actions to None Jun 5, 2025
@K-Tone K-Tone changed the title FIX: disabling the InputSystemUIInputModule resets all actions to None FIX: disabling the InputSystemUIInputModule component resets all actions to None Jun 5, 2025
@K-Tone K-Tone requested a review from Copilot June 6, 2025 09:18
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Pull Request Overview

This PR addresses an issue where disabling the InputSystemUIInputModule component inadvertently resets all actions, including user-configured ones, instead of just the default actions asset. Key changes include:

  • Adding a static ResetDefaultActions method that disposes the default actions asset on domain reload.
  • Removing the UnassignActions() call from OnDisable to prevent resetting user actions.
Comments suppressed due to low confidence (2)

Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs:1678

  • [nitpick] Removing 'UnassignActions()' is the intended change to prevent resetting user-assigned actions; consider adding an inline comment to clearly explain this design decision for future maintainers.
UnassignActions();

Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs:1532

  • [nitpick] While the ResetDefaultActions method properly disposes the default actions, adding a summary comment that explains its role during domain reloads would improve clarity and maintainability.
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]

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K-Tone commented Jun 6, 2025

As to the catches by Copilot:

(1) This is fine. Historically, we've only had UnassignActions since the beginning of the year, and that was a mistake, so I think future maintainers don't need to know we made that mistake and corrected it quickly

(2) There is a short, but to the point comment actually. Not sure I'd like to expand it further.

@K-Tone K-Tone requested review from ekcoh and Pauliusd01 June 6, 2025 10:12
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Found an issue with the UI default actions getting added in after a scene load. Steps are: Open our main repo as a unity project -> top dropdown QA Tools -> Add all core samples / open core scene -> import the textmeshpro essentials if needed -> make sure the event system is set to use a project wide actions asset if it isn't already -> enter play mode and observe the action count -> pick anything from the scene loader -> esc -> return to scene picker and observe the action count again. This does not reproduce in Develop

06.06.2025.-.Unity.197.mp4

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K-Tone commented Jun 25, 2025

Hey @Pauliusd01, could you try it again please? With this new patch, I tried:

(1) With actions asset set before play mode

  • Disabling component doesn't lead to all actions lost any more
  • Entering playmode and loading the project-wide test scene and navigating the menu doesn't duplicate actions

(2) With no actions asset set before play mode

  • Entering playmode sets the default actions correctly
  • Disabling domain reload and entering play mode twice doesn't result in exception

Note that when you enter play mode with InputSystemUIInputModule that had no actions asset assigned it results in us creating some default actions asset behind the scenes and using it to assign all actions. Disabling this component results in us destroying the default asset, and thus the actions get unassigned as well, so you do get "None" in this case, which I guess is kinda by design (though unfortunate). Enabling it back will restore defaults. If I were to redesign this component from scratch, I would make an explicit checkbox in the component called "Use defaults", and in this case I would hide all the actions, so that the user doesn't get confused by what is going on behind the scenes. This would also simplify code a little bit.

@Pauliusd01 Pauliusd01 self-requested a review June 25, 2025 08:42
@@ -1665,7 +1676,12 @@ protected override void OnDisable()
InputActionState.s_GlobalState.onActionControlsChanged.RemoveCallback(m_OnControlsChangedDelegate);
DisableAllActions();
UnhookActions();
UnassignActions();

// In the case we've been initialialised with default actions, we want to unalloc them
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We want to do this because if we don't dealloc them, then no one would

{
if (defaultActions != null)
{
defaultActions.Dispose();
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I guess, calling Dispose is just to stay on the safe side since the only data default actions stores is a ref to ScriptableObject that won't survive even with domain reload off. It will be in this intermediate state though, where its native data is gone but the instance is not null until the next gc run (however you'll see it as "null" in debugger, and ==null will be true as well, thanks to Unity's Equals overload for all Object descendants).

@K-Tone K-Tone marked this pull request as ready for review June 25, 2025 08:59
@K-Tone K-Tone force-pushed the anthony/isxb-1493-deactivation-resets-actions branch from bb42698 to e4eba87 Compare June 25, 2025 08:59
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