Comments (4)
No it does not, but I found out what caused the problem. I had a script with Cursor.lockState in awake event. Disabling that script made the the console interactable. Even though in the editor I could show the cursor again by hitting the escape key that was not enough apparently. Also normally the cursor lock state was only in the editor not in the build. Either way, it works now so thanks again for providing this asset and for your quick support!
Kind regards,
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Functions like Input.GetMouseButton shouldn't interfere with this plugin. Is there a large UI canvas with Sort Order >= 1001 in your scene? Which Unity version are you using? What happens when you create a UI-EventSystem object in your scene? Are there any exceptions thrown by this plugin in the console?
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There is a UI canvas in the scene 1317x636 with sort order 0.
I'm using the latest Unity version 2018.3.0f2.
When I create a new UI eventsystem in the editor it jumps straight to the eventsystem of the debugconsole prefab.
There are no exceptions thrown by this plugin. The only thing I see in the console is the following line.
"rewired currently overriding Unity Input: to disable input override permanently delete UnityInputOverride.cs
from unityingamedebugconsole.
Does removing UnityInputOverride.cs make the console interactable?
from unityingamedebugconsole.
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