Search Issue Tracker
Fixed in 2022.2.22f1
Fixed in 2022.2.X, 2022.3.X, 2023.1.X, 2023.3.X, 2023.3.0a15
Votes
2
Found in
2020.3.40f1
2021.3.11f1
2022.1.19f1
2022.2.0b8
2023.1.0a12
2023.2.0a1
2023.3.0a3
Issue ID
UUM-16464
Regression
No
[Input System] Collider OnPointerDown event not registering on second display
Steps to reproduce:
1. Open the attached user's project "ColliderMultiMonitorSizeIssue.zip"
2. Go to the Build Settings window and press Build And Run
3. Click on the red square on the first screen
4. Click on the green square on the second screen
Expected result: the green square detects clicks and turns blue momentarily while being clicked
Actual result: the green square does not detect clicks and does not show the blue color
Reproducible on: 2020.3.40f1, 2021.3.11f1, 2022.1.19f1, 2022.2.0b8, 2023.1.0a12
Environment: Windows 10 21H2 & MacOS 12.6
Notes:
-On Windows, when a game has two displays (or more) and the displays have different display resolutions, the camera for one of the non-primary displays will not register collider OnPointer events correctly.
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
- Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing
- Duplicated groups and incorrect grouping in UI Builder when using UxmlElementAttribute: libraryPath
- Asset name is not shown in the Undo History window when a sprite is modified
- Moving a Tab to a floating window fails when floating windows are docked next to each other
- Crash on UNITY_FT_Render_Glyph_Internal when Generating Font Atlas in the Font Asset Creator Window
Flavelius
Nov 14, 2023 12:00
Same for UI, 2022.3 needs this fix