Search Issue Tracker
Fixed in 1.3.0
Votes
0
Found in [Package]
1.0.0
Issue ID
1251231
Regression
No
[Input System] Composites Hold Interaction can be performed when no keys are hold
Reproduction steps:
1. Open the attached project ("case_1251231-CompositeCallbacks.zip")
2. Open the repro scene ("SampleScene")
3. Enter Play Mode
4. Press "A" and "S" keyboard keys at the same time and immediately release them after the press
5. Notice logs in console logging "started" and "canceled" events
6. Wait 2 seconds
7. Notice logs in console logging a new "started" and "performed" events
Expected result: No new "started" or "performed" events should be triggered/logged
Actual result: "started" and "performed" events are triggered even if the keys are not being held/pressed after releasing them
Reproducible with: 2019.4.8f1, 2020.1.2f1, 2020.2.0a20
Couldn't test with 2018.4 (minimal package version not supported)
Reproducible with package versions: 0.9.3-preview, 1.0.0
Notes:
1. The issue does not reproduce when the keys are not pressed at the same time (either by first holding one key and then pressing the other or by pressing them together slightly more out of sync)
2. In the repro project, "performed" event should trigger when holding both keys for 2 seconds
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
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Resolution Note (fix version 1.3.0):
Fixed in Input System 1.3.0 (available in 2019.4 and above)
Fixed by https://github.com/Unity-Technologies/InputSystem/pull/1474