Search Issue Tracker

By Design

Votes

1

Found in [Package]

1.8.2

1.11.2

Issue ID

ISXB-990

Regression

No

Input starts with the “Ended” phase when touching a side of a screen if using the New Input System on iOS devices

Package: Input System

-

How to reproduce:
1. Build And Run the user’s attached “InputSystemBug.zip” project on an iOS device
2. In the app, press on the side of the device’s screen
3. Observe the console

Expected result: Logged input starts with the “Began” phase
Actual result: Logged input starts with the “Ended” phase

Reproducible with: 1.3.0 (2021.3.0f1), 1.8.0-pre.1 (2021.3.31f1, 2022.3.11f1, 2023.1.18f1, 2023.2.0b15, 2023.3.0a11)

Reproduced on:
VLNQA00494 - iPhone 14 Pro Max, 16.3.1 iOS
VLNQA00358 - iPhone 12, 14.1 iOS
VLNQA00392 - iPad (9th generation), 15.0 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 iOS
iPhone 14 Pro Max, 16.4.1 iOS (user’s info)
iPhone 11, 16.6.1 iOS (user’s info)
iPhone 8 Plus, 14.1 iOS (user’s info)

Not reproducible on:
VLNQA00267, Samsung Galaxy S10+ (SM-G975F), Android 12, CPU: Exynos 9 (9820), GPU: Mali-G76
VLNQA00120, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540

  1. Resolution Note:

    The issue here is that gestures on the edges of phones withhold touch information until the touch is released. This detects a "touch press (TouchPhase::Began" and "touch release (TouchPhase::Ended) " in the same frame.

    In Input Legacy we did delay the TouchPhase::Ended to the next delay but we purposely don't do that by default with the Input System. Here's the reasoning from our code comments (see https://github.com/Unity-Technologies/InputSystem/blob/4e8347ae838f01b283d331a2e2a3b841d58e72cc/Packages/com.unity.inputsystem/InputSystem/Devices/Touchscreen.cs#L599-L610)

    NOTE: We do NOT make a effort here to prevent us from losing short-lived touches. This is different
    from the old input system where individual touches were not reused until the next frame. This meant
    that additional touches potentially had to be allocated in order to accommodate new touches coming
    in from the system.

    The rationale for NOT doing this is that:

    a) Actions don't need it. They observe every single state change and thus will not lose data
    even if it is short-lived (i.e. changes more than once in the same update).
    b) The higher-level Touch (EnhancedTouchSupport) API is provided to
    not only handle this scenario but also give a generally more flexible and useful touch API
    than writing code directly against Touchscreen.

    The alternative is to use the EnhancedTouch API provided with the Input System (see https://docs.unity3d.com/Packages/com.unity.inputsystem@1.11/manual/Touch.html#enhancedtouchtouch-class)
    In this case, if a short-lived tap is done within a frame, this API "records the history" of all touch state changes and will in fact delay the Ended phase into the next frame.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.