Search Issue Tracker
Fixed in 2019.3.X
Fixed in 2018.4.X, 2019.2.X
Votes
0
Found in
2017.4.0f1
2018.3.0a1
2018.4.3f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1165961
Regression
No
Input Field editing is disabled in a built project when navigating in and out of Desktop using Win + D
How to reproduce:
1. Open attached "win_d_text_input_disabled.zip" project
2. Build and run the project in windowed mode
3. Make sure that all other programs are minimized and press Win + D to navigate to the desktop
4. One more time press Win + D to navigate back to the program and try to edit the input field
Expected result: The input field is interactive
Actual result: The input field is disabled
Reproducible: 2017.4.29f1, 2018.4.3f1, 2019.1.8f1, 2019.2.0b8, 2019.3.0a8
Note: This is a follow-up to 1117930, but instead of all Canvas elements, only input fields are affected.
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
- ACES Tonemapping causes banding artifacts and negative values in ColorGradingLUT when HDR is enabled and "High Dynamic Range" Grading mode is selected while Android Platform is used
- Android Player freezes when an Audio Source is playing and an incoming call is picked up and then hung up and the Audio Source is started again
- Green success icon is poorly visible in the light Unity theme
- Incorrect input into the Input Field when using Microsoft IME Japanese
- Multiplayer role "ClientAndServer" is displayed without the spaces in the "Play Mode Scenarios" window
Resolution Note (fix version 2019.3):
This issue is basically the same problem as case: https://issuetracker.unity3d.com/issues/canvas-elements-are-disabled-in-the-build-project-when-navigating-in-and-out-of-desktop-by-using-win-plus-d, in which the fix for that bug was incomplete.
Apparently, Windows also fails to send the WM_SETFOCUS message to the window when restoring a single app via the WIN+D shortcut...*sigh*
The workaround for this case is to call SetFocus when the Player is activated, ensuring a WM_SETFOCUS message is dispatched.