Stride InputManager keyboard and mouse handling "broken"

Seems to have stopped working with the switch from 2021.4 to 5.0.

InputManager.vl (24.5 KB)

Sidequest:
While the InputManager node is a regular node, all other connectable nodes are in the Advanced category (which is a little confusing). InputManager should probably also be advanced

Fixed in upcoming preview. Thanks for the report.

Not entirely sure what broke it in the first place or why it was even working in 4.0. However after looking at the InputManager class in detail its documentation says that it observes the state of the input devices with the highest priority. So what we did, is giving those input devices Stride creates on startup the lowest priority possible (int.MinValue). This already ensures that the input devices created by our render windows have a higher one and will get picked by the input manager.
In case you have multiple windows you’ll find a new (by default hidden) pin on the render windows called “Input Priority” to control which devices of what window shall be observed by the input manager.

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