Search Issue Tracker
By Design
Votes
0
Found in [Package]
preview - 0.2.10, preview.1 - 1.0.0
Issue ID
1192494
Regression
No
Input System package InputAction callbacks contain different controls when binding is set to any button
To reproduce:
1. Open attached project ("case_1192494-Sample.zip")
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)
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
- Rigidbody2D.Slide API does not have the needed configuration when creating a 2D Top-Down character controller
- Opening reference for "Playables"component redirects to a missing page
- Sprite Renderer image is changed when switching Mask Interaction and changing Sprite to a shared Sprite
- An unsigned integer is not compared with an integer correctly in player when using IL2CPP backend
- Graphical artifacts are being rendered in Scenes that are loaded during run-time when GPU Resident Drawer is turned on
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);"