title: The new Input System doesn't trigger anything anymore
body: <p><em>This post is shamelessly a copy/paste from my post on the Unity Forums : <a href="https://forum.unity.com/threads/input-system-doesnt-trigger-anything-anymore.717386/" rel="noreferrer">https://forum.unity.com/threads/input-system-doesnt-trigger-anything-anymore.717386/</a>, but Stack Overflow seems more active</em></p>
  
  <p><em>TL;DR : InputSystem worked some days ago, don't trigger anything anymore, halp.</em></p>
  
  <p>I tried the new Input System some days ago, and that's really neat ! I did a lot of stuff, trying to understand the best way to use it, and, in the end, I had a character jumping and moving everywhere, that was cool ! Then, I merged my code in our develop branch and went to bed.</p>
  
  <p>Today, I want to continue my code, but my character doesn't move anymore, Actions are not triggered (even if inputs are detected in debugger) and I really don't know why. Either the code merge overwrote some important settings (I know what you're thinking and yes, the "Active Input Handling" is set on "Both" and I tried only running the preview) or I did something important during my little tests and I didn't realize.</p>
  
  <p>So I decided to try to reproduce my steps on a fresh new project, maybe you guys can help me figure what do I do wrong ?</p>
  
  <p>1/ Create a new 2D project (via the Hub)</p>
  
  <p>2/ Install the latest Package (version 0.9.0)</p>
  
  <p>3/ Click Yes on that message prompt to activate the new Input management in the settings
  <a href="https://i.stack.imgur.com/cNr3D.png" rel="noreferrer"><img src="https://i.stack.imgur.com/cNr3D.png" alt="Prompt"></a></p>
  
  <p>4/ Restart Unity Editor since it didn't restart even if the message said it would and check the project settings (yes, it's on "Both", and yes, my Scripting Runtime Version is 4.0)
  <a href="https://i.stack.imgur.com/6wEak.png" rel="noreferrer"><img src="https://i.stack.imgur.com/6wEak.png" alt="Settings"></a></p>
  
  <p>5/ Create a new GameObject and add a PlayerInput on it</p>
  
  <p>6/ Click on "Open Input Settings" and create an "InputSettings" asset</p>
  
  <p>7/ Click on "Create Actions..." to create my ActionMap asset</p>
  
  <p>8/ Create a "TestAction" on my "Player" ActionMap and set it to the key "t"</p>
  
  <p><a href="https://i.stack.imgur.com/V7yzw.png" rel="noreferrer"><img src="https://i.stack.imgur.com/V7yzw.png" alt="[ATTACH=full]457769[/ATTACH]"></a></p>
  
  <p>9/ Create a new Script "TestScript" that contains a OnTestAction() method (that only logs "test") and enables the test map/action (just to be sure) :</p>
  
  <pre><code>using UnityEngine;
  using UnityEngine.InputSystem;
  using UnityEngine.InputSystem.PlayerInput;
  
  public class TestScript : MonoBehaviour
  {
      void Start()
      {
          InputActionMap playerActionMap = GetComponent&lt;PlayerInput&gt;().actions.GetActionMap("Player");
          playerActionMap.Enable();
          playerActionMap.GetAction("TestAction").Enable(); //Just to be sure
      }
  
      public void OnTestAction()
      {
          Debug.Log("test");
      }
  }
  </code></pre>
  
  <p>10/ Pressing "Play" and spamming "T" like a madman to try to display a debug (note that, in the debugger, a User is created, my "t" presses are detected, my TestAction exists and is mapped on the "t" key but no debug is displayed
  <a href="https://i.stack.imgur.com/nnv0R.png" rel="noreferrer"><img src="https://i.stack.imgur.com/nnv0R.png" alt="Debug"></a></p>
  
  <p>It's probably a silly problem, but it's driving me crazy, what do I do wrong ? It's even more infuriating that it worked some days ago !</p>
  
  <p>Additional information :
  - Switching the Input Management from "Both" to "New Input System (preview) does nothing
  - Checking in Update() is my action is enabled returns "True" every frame
  - Checking in Update() is my action is triggered returns "False" every frame
  - Using action.started/triggered/performed does nothing (I tried also switching to UnityEvent or C# events for this) :</p>
  
  <pre><code>public class TestScript : MonoBehaviour
  {
      InputAction a;
  
      void Start()
      {
          InputActionMap playerActionMap = GetComponent&lt;PlayerInput&gt;().actions.GetActionMap("Player");
          playerActionMap.Enable();
          a = playerActionMap.GetAction("TestAction");
          a.Enable(); //Just to be sure
          a.started += OnTriggeredTestAction;
          a.performed += OnTriggeredTestAction;
          a.canceled += OnTriggeredTestAction;
      }
  
      public void OnTestAction()
      {
          Debug.Log("test");
      }
  
      public void OnTriggeredTestAction(InputAction.CallbackContext ctx)
      {
          Debug.Log("test triggered");
      }
  }
  </code></pre>
  
  <ul>
  <li>Injecting directly the InputActionReference of my TestAction and using it does nothing</li>
  <li>Forcing "Default Control Scheme" and "Default Action Map" does nothing</li>
  <li>Using BroadcastMessage or UnityEvents doesn't work</li>
  </ul>