Search Issue Tracker
By Design
Votes
0
Found in
2021.3.38f1
2022.3.29f1
6000.0.2f1
Issue ID
UUM-71879
Regression
No
OnBeginDrag is not called when the OnEndDrag was called in the same frame
How to reproduce:
1. Open the user-attached project “EndDragMissingIssue”
2. Open the “test” scene
3. Enter the Play Mode
4. Drag the white square and observe the green square following your mouse
5. Press and hold the Left Ctrl to slow down the frame rate
6. Release the mouse and quickly start dragging the white square again
7. Observe the results
Expected results: The green square follows the mouse as before
Actual results: The green square doesn’t follow the mouse because “OnBeginDrag” wasn’t called
Reproducible with: 2021.3.38f1, 2022.3.29f1, 6000.0.2f1
Reproducible on: Windows 11 Pro
Not reproducible on: No other environment tested
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- The Selection Wire Gizmo is not being rendered in the Scene View when GPU Resident Drawer is enabled
- Visual Effect with Single Burst Spawn System stops playing when an Additive Scene is loaded asynchronously with SceneManager.LoadSceneAsync
- The sprite draw calls are batched in the Player when the Sprite Atlas is uploaded from an AssetBundle and the Sprite Atlas Mode is set to Disabled
- The Joint Anchor position remains the same when the GameObject is dynamically scaled
- [Android] Selection of text in the InputField is not being removed when pressing the backspace button on Android Devices
Resolution Note:
Unfortunately what is being described as the desired outcome is not how the system works. If you need it to work differently that's a feature request and you can submit your idea on the public roadmap for input: https://unity.com/roadmap/unity-platform/gameplay
I suggest checking if the behavior you desire can be achieved with the Input System package (https://docs.unity3d.com/Packages/com.unity.inputsystem@1.8/manual/index.html) as it's much better than the legacy input system already and actively being worked on.