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Found in [Package]

preview - 0.2.10, preview.1 - 1.0.0

Issue ID




Input System package InputAction callbacks contain different controls when binding is set to any button

Package: Input System


To reproduce:
1. Open attached project ("")
2. Enter the Play mode and press keyboard 'a' button
3. Observe Console

Expected result: Callbacks are unanimous and contain the same controls
Actual result: Callbacks are ambiguous and contain different controls

Reproducible in: 2019.2.10f1, 2019.3.0b7, 2020.1.0a9 (0.2.10, preview.1 - 1.0.0)
Could not test in: 2017.4.33f1 (Package Manager not introduced), 2018.4.12f1 (0.1.2, 0.2.1, due to errors in project)

  1. Resolution Note:

    Hi, this is by design, normal input action bound to multiple keys will try to resolve the actuator key, so in this case it first see anyKey as being an actuator, and then W being an actuator. When W is released, it only notifies about one actuator being released.

    To get data about all actuators change the type to passthrough, just like this "InputAction actionListener = new InputAction(binding: "/*/<button>", type: InputActionType.PassThrough);"

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