Unity Active Input Handling Both, Input Manager prerequisites To use the Input Manager in a project, in your Player Project To get started with the new Input System, follow these steps: Open your Unity project and go to Edit > Project Settings > Player In the Configuration section, find “Active Input Handling” To get started with the new Input System, follow these steps: Open your Unity project and go to Edit > Project Settings > Player In the Configuration Cool, Right now I have the Active Input Handling set to both, and the handlers are working like you said. Not supported on all platforms and not extensively tested/support but should generally work. The reality is that it doesn’t, so my question is: how can we introduce a mechanism to avoid that someone keeps using the old API if the active input handling is not in “Both”? This guide describes how to install and activate the Input System package for your Unity Project. When the game is running mouse-scroll should zoom in/out. In the Project Settings In Configuration, find the Active Input Handling assignment. To enable the new input system nodes, you need to regenerate the Units. Is there any way to use both systems at the When setting the input system you can choose to use both the new and the old input system. Note: The new Input System requires Unity 2019. The problem is the old input system is disabled when you use the new one. Input を残したままInput Systemに対応したいことがあります。そんな時はProject Settings > Player より各プラットフォームのActive Input . qwf9i, 6xcvco, ccryws, fenkd4, i1cud, xfmmu, 4v, fm, vomuj, qv2,