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Question by maradine · Dec 22, 2014 at 04:13 PM · uiinputruntimeeventsysteminputmanager

Implicit "Horizontal" Axis exceptions?

I have a project where I am taking input from a gamepad, using both sticks. One stick is for movement, and the other stick is for gunlaying. I have programmed custom-named axes in the InputManager to control these inputs, and they work fine.

My project compiles, but I receive a constant stream of exceptions at runtime -

 ArgumentException: Input Axis Horizontal is not setup.
  To change the input settings use: Edit -> Project Settings -> Input
 UnityEngine.EventSystems.StandaloneInputModule.ShouldActivateModule () (at C:/buildslave/unity/build/Extensions/guisystem/guisystem/EventSystem/InputModules/StandaloneInputModule.cs:120)
 UnityEngine.EventSystems.EventSystem.Update () (at C:/buildslave/unity/build/Extensions/guisystem/guisystem/EventSystem/EventSystem.cs:234)

I believe this to be related to the default EventSystem added to the project by virtue of the UI canvas I have added for some HUD display items. Indeed, I do not have an axis named "horizontal" anymore, but it looks like the Event system wants something by that name.

Do I need to have a "horizontal" axis for events to work? Should I find and modify the build event scripts to use my already-named axes? Since I'm not using the HUD for input, should I just nix the EventSystem altogether? What's the right path here?

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Answer by WillNode · Dec 26, 2014 at 12:54 PM

Check your EventSystem in your scene. if you see at the inspector you will see the Standalone Input Controller. change the Horizontal input to your Custom-named Input.

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avatar image maradine · Dec 29, 2014 at 06:47 AM 0
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Perfect. Thanks!

avatar image KonnyKarlito · Apr 11, 2016 at 08:08 PM 0
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Damn true! :)

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