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Won't Fix

Votes

0

Found in [Package]

1.10.0

Issue ID

ISXB-1062

Regression

No

[Android] Objects aren’t scaled or rotated when they’re positioned on a crease of Galaxy Z Fold3

Package: Input System

-

Reproduction steps:
1. Open the attached “Bug report.zip” project
2. Build And Run
3. Put two fingers on the GameObject and move them apart to scale the GameObject without moving it from its position

Expected result: The GameObject gets scaled
Actual result: The GameObject isn’t scaled

Reproducible with: 1.7.0 (2022.3.45f1), 1.10.0 (2022.3.45f1, 6000.0.17f1)
Couldn’t reproduce: 1.10.0 (2021.3.43f1) (Due to build errors)

Testing environment: macOS Sonoma 14.5 (Intel)

Reproduced on:
VLNQA00411 - Galaxy Z Fold3 5G (SM-F926B), CPU: Snapdragon 888, GPU: Adreno 660, OS: 11
VLNQA00516 - samsung Galaxy Fold (SM-F900F), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 10
VLNQA00403 - Galaxy Z Flip3 5G (SM-F711B), CPU: Snapdragon 888, GPU: Adreno 660, OS: 11
VLNQA00598 - samsung Galaxy Fold (SM-F900F), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 9
VLNQA00367 - Galaxy Z Fold2 5G (SM-F916B), CPU: Snapdragon 865 SM8250, GPU: Adreno 650, OS: 10

Workaround: Repeat step 3 several times

Note: Issue reproduces inconsistently, sometimes repeating step 3 several times reproduces the issue

  1. Resolution Note:

    Closing as this isn't an issue with the input system.

    The project uses Physics2D.Raycast from the centre of the finger and doesn't take into account the finger size. This means its quite easy to miss the target object.

    The code should be changed to take into account the finger size, e.g. by using a Physics2D.CircleCast and passing a finger radius, or scaling up the colliders on the gameobjects to be larger.

    (This raycast code is not efficient to be running on every instance and should be changed to be a collision manager to run through the scene once and call functions for each impacted object.)

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