Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.3.0
Issue ID
ISXB-131
Regression
No
[iOS] Touchscreen events count does not change when using screen if enabling "disableRedundantEventsMerging"
How to reproduce:
1. Open project "UnityInputSystemBugsRepro.zip"
2. Go to the Build Settings, choose iOS and deploy the app to a device
3. In the app move your finger on the screen
4. Observe the count of touch events "SAMP" in the table below
5. Press the "Show / Hide Settings" Button
6. Enable the option "Disable Merge Redundant Event"
7. Repeat the 3rd and 4th steps
Expected result: Touch events count is much higher (~3x times)
Actual result: Touch events count is the same
Reproducible with: 1.1.1 (2020.3.35f1), 1.3.0 (2020.3.35f1, 2021.3.3f1, 2022.1.1f1, 2022.2.0a14)
Could not test with: 1.0.0-pre.6 (2019.4.39f1) (Errors after downgrade)
Reproducible on:
VLNQA00358 - iPhone 12, 14.1 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 iOS
VLNQA00392 - iPad (9th generation), 15.0 iOS
Note: Not reproducible with Android Player
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
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Resolution Note:
The root issue is iOS player real FPS dropping low, which also pulls down cocoa touch event reactor, and iOS starts to coalesce touch events together. As it's implemented right now this is unfortunately as-designed.
A fix would be to introduce a feature/change to use coalescedTouchesForTouch and process non-coalesced touches instead.