Search Issue Tracker
Fixed
Votes
6
Found in
5.0.0f4
Issue ID
687203
Regression
No
[External] Some of the key inputs does not work correctly in WebGL builds on Chrome
Steps to reproduce:
1. Open the attached project
2. Build and run the project on Chrome
3. Try clicking some of the keys, to see how the presses are logged
4. Try clicking '-', '=' or ';' keys, notice they are not recognized at all
5. Click 'Right Shift' and 'Right Alt' keys, notice the presses are logged, but it is not logged when you release these keys
Note: Reproducible only with Google Chrome browser, Mozilla Firefox works as expected.
Comments (1)
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
ruudlenders
May 11, 2015 21:07
I'm having similar issues in Chrome WebGL. From what I've seen, pressing the '-', '=' and ';' key makes Input.GetButtonDown return true for all buttons. For example, if you assign the spacebar to "Jump", Input.GetButtonDown returns true not only when you press the spacebar, but also when you press the ";" key. This happens with all defined buttons, so if you were to assign the return key to "Fire 1", it would also trigger when pressing one of those mentioned keys.
Another button that seems to have issues is the left '/' key (not right), however this button is not present on some keyboards. If it matters, I'm running Windows 8.1 64bit, having an U.S. (International) keyboard layout enabled.