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Question by Makkus · Jan 24, 2021 at 10:56 AM · inputplayerinputsactions

Multiple PlayerInputs fail to trigger actions

I experience missing actions when more than one PlayerInput component is active in a scene (behavior set to Unity Events or C# Events). Does anybody know if this an intended behavior? As parts of my scenes are dynamically loaded, I can not hard-wire all inputs to a single PlayerInput, but would like to use multiple PlayerInput instances on the user controlled game objects.

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