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Troubleshooting

Diagnose missing devices, iPhone AssistiveTouch, pointer lock, scrolling, keys, and queue overflow.

Apple Input Bridge 26.8.5Unity 6000.0+iOS / iPadOS 14.0+

No bridge devices

Confirm the build is running on iOS or iPadOS 14.0 or newer, Active Input Handling includes the Input System package, automatic startup is enabled, and the input hardware is paired in system settings. Read KiwiAppleInputBridge.Status or open the guided validation scene.

On iPhone, Apple routes mouse and trackpad input through AssistiveTouch. Enable Settings > Accessibility > Touch > AssistiveTouch before connecting the pointing device. Apps cannot enable this user-controlled setting. Hardware keyboards do not require AssistiveTouch.

Pointer moves but UI does not respond

Confirm the UI input module uses Input System actions with generic <Mouse> bindings. Do not bind only to a platform-specific mouse layout.

On iPhone, confirm PointerSupport is AssistiveTouchCompatibility and AssistiveTouch is enabled. The bridge merges UIKit primary-click input with any Game Controller primary-button state so <Mouse>/leftButton receives one press and one release. If AssistiveTouch presents the click as a direct tap, it is accepted only when it lands beside the current hardware-pointer position; ordinary finger taps elsewhere remain touch input.

Pointer lock is not granted

Pointer lock is an iPadOS system capability. Check SupportsPointerLock before offering it, request it from a direct user action, keep the app foregrounded, and inspect Status.IsPointerLocked instead of assuming the request succeeded. iPhone does not expose true system pointer lock, even when AssistiveTouch is enabled.

Scroll looks intermittent

<Mouse>/scroll is a transient delta and normally returns to zero between physical scroll events. Inspect KiwiAppleInputBridge.ScrollDiagnostics to compare the raw native delivered delta with the Game Controller and UIKit fallback sources. The guided scene also retains the last non-zero delta, signed total, peak, source-event counts, and event age so smaller events remain visible after a large spike.

Keys produce actions but no text

The package exposes physical key state for gameplay and UI commands. It intentionally does not implement localized text entry or IME composition. Use Unity and UIKit text-entry facilities for text fields.

Queue overflow

Status.DroppedEventCount increases only when more discrete key or button transitions arrive between Input System updates than the bounded native queue can hold. The next snapshot resynchronizes final button and key state. Include the counter and a guided-validation report in a support request.

Still stuck?

Bring the guided report with you.

Include version 26.8.5, the exact Unity and OS versions, device model, connected hardware, observed behavior, and the guided-validation JSON report.

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Apple Input Bridge 26.8.5

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