- Home /
 
 
               Question by 
               B3nji_ · Jan 30 at 12:02 AM · 
                scripting probleminspector  
              
 
              Script reference not showing in inspector
So i have a script generated automatically from the unity's input system, that i called InputMaster. But when i try to reference the script:
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     public InputMaster controls;
 }
 
 
               It doesn't show up in the inspector! 
Not even in debug mode...
here is the InputMaster code in case you need it
 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.InputSystem;
 using UnityEngine.InputSystem.Utilities;
 
 public partial class @InputMaster : IInputActionCollection2, IDisposable
 {
     public InputActionAsset asset { get; }
     public @InputMaster()
     {
         asset = InputActionAsset.FromJson(@
         "{
              //100% not the problem here, these are just assets
         }");
         // Player
         m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
         m_Player_Movement = m_Player.FindAction("Movement", throwIfNotFound: true);
     }
 
     public void Dispose()
     {
         UnityEngine.Object.Destroy(asset);
     }
 
     public InputBinding? bindingMask
     {
         get => asset.bindingMask;
         set => asset.bindingMask = value;
     }
 
     public ReadOnlyArray<InputDevice>? devices
     {
         get => asset.devices;
         set => asset.devices = value;
     }
 
     public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
 
     public bool Contains(InputAction action)
     {
         return asset.Contains(action);
     }
 
     public IEnumerator<InputAction> GetEnumerator()
     {
         return asset.GetEnumerator();
     }
 
     IEnumerator IEnumerable.GetEnumerator()
     {
         return GetEnumerator();
     }
 
     public void Enable()
     {
         asset.Enable();
     }
 
     public void Disable()
     {
         asset.Disable();
     }
     public IEnumerable<InputBinding> bindings => asset.bindings;
 
     public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
     {
         return asset.FindAction(actionNameOrId, throwIfNotFound);
     }
     public int FindBinding(InputBinding bindingMask, out InputAction action)
     {
         return asset.FindBinding(bindingMask, out action);
     }
 
     // Player
     private readonly InputActionMap m_Player;
     private IPlayerActions m_PlayerActionsCallbackInterface;
     private readonly InputAction m_Player_Movement;
     public struct PlayerActions
     {
         private @InputMaster m_Wrapper;
         public PlayerActions(@InputMaster wrapper) { m_Wrapper = wrapper; }
         public InputAction @Movement => m_Wrapper.m_Player_Movement;
         public InputActionMap Get() { return m_Wrapper.m_Player; }
         public void Enable() { Get().Enable(); }
         public void Disable() { Get().Disable(); }
         public bool enabled => Get().enabled;
         public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
         public void SetCallbacks(IPlayerActions instance)
         {
             if (m_Wrapper.m_PlayerActionsCallbackInterface != null)
             {
                 @Movement.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnMovement;
                 @Movement.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnMovement;
                 @Movement.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnMovement;
             }
             m_Wrapper.m_PlayerActionsCallbackInterface = instance;
             if (instance != null)
             {
                 @Movement.started += instance.OnMovement;
                 @Movement.performed += instance.OnMovement;
                 @Movement.canceled += instance.OnMovement;
             }
         }
     }
     public PlayerActions @Player => new PlayerActions(this);
     private int m_KeyboardandMouseSchemeIndex = -1;
     public InputControlScheme KeyboardandMouseScheme
     {
         get
         {
             if (m_KeyboardandMouseSchemeIndex == -1) m_KeyboardandMouseSchemeIndex = asset.FindControlSchemeIndex("Keyboard and Mouse");
             return asset.controlSchemes[m_KeyboardandMouseSchemeIndex];
         }
     }
     private int m_GamepadSchemeIndex = -1;
     public InputControlScheme GamepadScheme
     {
         get
         {
             if (m_GamepadSchemeIndex == -1) m_GamepadSchemeIndex = asset.FindControlSchemeIndex("Gamepad");
             return asset.controlSchemes[m_GamepadSchemeIndex];
         }
     }
     public interface IPlayerActions
     {
         void OnMovement(InputAction.CallbackContext context);
     }
 }
 
 
               
                 
                dacancellare.png 
                (4.8 kB) 
               
 
              
               Comment
              
 
               
              Your answer
 
             Follow this Question
Related Questions
Is it ok to use nested classes, to cache and access components? 1 Answer
AudioSource 1 Answer
Why is my Unity script overwriting other game objects on which it is attached to? 1 Answer
Display the same string in multiple text boxes 1 Answer
Best way to defining scripts within a list inside the editor? 1 Answer