Unity-Technologies / Unity-Technologies/uGUI
EventSystem does not clear m_CurrentInputModule when the active InputModule is disabled, causing Process() to continue executing
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- Dominant language
- C#
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Description
BaseInputModule.OnDisable() calls m_EventSystem.UpdateModules(), which removes the module from m_SystemInputModules. However, m_CurrentInputModule is a separate reference that is never checked or cleared in this path.I just want to know why.
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with BaseInputModule.OnDisable() and follow m_EventSystem.UpdateModules(), then compare the handling of m_SystemInputModules with m_CurrentInputModule during Process(). Reproduce disabling the active input module and determine the expected behavior; the issue is complete when the cause and desired fix are clearly documented or a focused change is specified.
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Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100