Hey, Gil.
So I have gotten Rewired and tried to install it while I have a project that already had ORK going.
I get you're not Rewired Support, but afterwards I found an ORK error - a conflict.
Curious if you can shed some insight on this to help me fix it up.
Error:
ArgumentException: An item with the same key has already been added. Key: Assets/ORK Framework/DLL/ORKFrameworkCore.dll.meta
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <9577ac7a62ef43179789031239ba8798>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <9577ac7a62ef43179789031239ba8798>:0)
This shows up when I go into the Script Execution Order, which doesn't allow me to add any further Entries as I am needed to.
Is there a way to turn off that area even for now in the Framework to allow for the InputManager script to be added to the Script Execution Order?
Thanks as always!
Mel
Is there more to the error than just those lines? I'd be interested in where the original call came from, so it'd be great if you can copy/pase the whole error message.
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System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <9577ac7a62ef43179789031239ba8798>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <9577ac7a62ef43179789031239ba8798>:0)
UnityEditor.ScriptExecutionOrderInspector.ShowScriptPopup (UnityEngine.Rect r) (at :0)
UnityEditor.ScriptExecutionOrderInspector.OnInspectorGUI () (at :0)
UnityEditor.AssetSettingsProvider.OnGUI (System.String searchContext) (at :0)
UnityEditor.SettingsWindow.DrawControls () (at :0)
UnityEditor.SettingsWindow.DrawSettingsPanel () (at :0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToRegularTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel iPanel) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <52128b1d503447a983e9b80962adef7d>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at :0)
Can you try to remove Rewired from the project, check the script execution order and maybe remove some ORK stuff (but remember to put it back)?
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Sorry for that, seemed like it was on your end but entirely wasn't. :)
Sadly, due to these different Unity versions and the package manager integration, this is something to watch out for more and more in the future. You never know if you actually get the package for the Unity version you're using when you previously downloaded it on another version ...
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Since you played around with it, was curious if you had a quick reference I could pick your brain on.
The UI controls, How would I go about making Rewired See and Use your Menu Controls in ORK so I can map them to the Controller? Is it just calling by what you listed them as? Or would I need a specific caller like ORK.KeyInput.UIHorizontal?
Thanks for the help as always!
Mel
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