The type or namespace name ‘InputSystem’ does not exist in the namespace

NodeCanvas Forums Support The type or namespace name ‘InputSystem’ does not exist in the namespace

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  • #16367

    After upgrading to Unity 2022.1.1 NodeCanvas throws the following error.

    Assets/ParadoxNotion/NodeCanvas/Modules/DialogueTrees/DialogueGUI/DialogueUGUI.cs(57,24): error CS0234: The type or namespace name ‘InputSystem’ does not exist in the namespace ‘UnityEngine’ (are you missing an assembly reference?)

    Which leads to

    return Input.anyKeyDown;
    return UnityEngine.InputSystem.Keyboard.current.anyKey.wasPressedThisFrame || UnityEngine.InputSystem.Mouse.current.leftButton.wasPressedThisFrame;
    return Input.anyKeyDown;

    Is it okay to just delete the #elif ENABLE_INPUT_SYSTEM? Seems to solve the problem.



    One more error that I get. I am not sure if this is related to something that I’m not doing right or if it is related to the upgrade to Unity 2022. I assume the later.

    Resolve of invalid GC handle. The handle is from a previous domain. The resolve operation is skipped.
    UnityEngine.GUILayout:Window (int,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,string,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])
    NodeCanvas.Framework.Node:DrawNodeWindow (NodeCanvas.Framework.Node,UnityEngine.Vector2,single) (at Assets/ParadoxNotion/CanvasCore/Framework/Design/PartialEditor/Editor.Node.cs:282)
    NodeCanvas.Framework.Node:ShowNodeGUI (NodeCanvas.Framework.Node,UnityEngine.Rect,bool,UnityEngine.Vector2,single) (at Assets/ParadoxNotion/CanvasCore/Framework/Design/PartialEditor/Editor.Node.cs:254)
    NodeCanvas.Editor.GraphEditor:ShowNodesGUI (NodeCanvas.Framework.Graph,UnityEngine.Rect,bool,UnityEngine.Vector2,single) (at Assets/ParadoxNotion/CanvasCore/Framework/Design/Editor/Windows/GraphEditor.cs:660)
    NodeCanvas.Editor.GraphEditor:OnGUI () (at Assets/ParadoxNotion/CanvasCore/Framework/Design/Editor/Windows/GraphEditor.cs:505)
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)


    And one more question about the UI.

    There seems to be a text field above the Edit button for Behaviour Tree Owner or FSM Owner, in the inspector. If that is indeed a text field, how can I enter text in there?


    Hey support, wanted to corroborate what’s being said here. I’m getting the same error, in 2021.3.6f1. Weirdly enough, my other scripts have no issue with the namespace, so I’m not sure what’s going on. I’m going to just comment this line out until told otherwise; I’m not even using the Dialogue Trees.


    The solution is to add the input system assembly definition reference on the Paradox notion Assembly deffinition Asset.

    just search the paradox notion assembly definition asset under your asset folder, then under Assembly Definition References click on the + and search for Unity.InputSystem.



    Thanks for letting me know.

    Indeed, you can either:

    1) Add the input system assembly as a  reference to the ParadoxNotion assembly definition.

    2) Move the DialogueGUI.cs file outside the ParadoxNotion assembly definition.

    3) Delete the ParadoxNotion assembly definition altogether.

    Probably the 1st and 2nd solutions are best (at least to my liking) 🙂


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