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Votes

0

Found in

2019.4

2020.3

2020.3.17f1

2021.1

2021.2

2022.1

Issue ID

1365684

Regression

No

Keycodes Less, Greater, LeftParen, RightParen are not being registered when using GetKeyDown

Input

-

How to reproduce:
1. Open project "KeyCodes.zip"
2. Open "SampleScene" Scene (Assets>Scenes>SampleScene)
3. Enter the Play Mode
4. Open the Console window
5. Focus the Game window
6. Press the "K", "<"(Less), ">"(Greater), ","(Comma), "."(Period), "("(LeftParen), ")"(RightParen) keys

Expected result: Keys "<"(Less), ">"(Greater), "("(LeftParen), ")"(RightParen) are registered
Actual result: Keys "<"(Less), ">"(Greater), "("(LeftParen), ")"(RightParen) are not registered

Reproducible with: 2019.4.30f1, 2020.3.18f1, 2021.1.22f1, 2021.2.0b12, 2022.1.0a9

Notes:
-Keys ","(Comma) and "."(Period) are working
-When pressing Shift and Comma which should be "<"(Less) Editor registers Comma
-When pressing Shift and Period which should be ">"(Greater) Editor registers Period

  1. Response avatar

    Resolution Note:

    In general broad sense, keyboard keycodes cannot be used for text input, because that will not work for many languages, for example try entering emoji's for example: there are no keycodes for emoji, or try using non-Latin keyboard, like for Japanese language.

    Keycodes should only be representing hardware buttons on the keyboard, that way creating game controls like WASD and shortcuts is possible regardless what your current system language is selected. Meaning keycodes should be layout independent.

    Currently UnityEngine.Input contains a very old bug, where keycodes where not layout independent on most platforms. We recently fixed it by introducing "Use Physical Keys" checkbox in Project Settings -> Input Manager in 2021. You can also use input system package to get access to layout independent keycodes. Going forward, Less/Greater/LeftParent/RightParent/many others will most likely be deprecated and removed.

    So assuming Less/Greater/LeftParent/RightParent were needed for text entering purposes, the correct way to do it is via UnityEngine.Input.imeCompositionMode and UnityEngine.Input.compositionString, that way users of the app can enter text in any language. To sanity check text input implementation try entering emoji's or text in non-Latin languages.

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