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In Progress

Won't Fix in 1.1.X

Votes

0

Found in [Package]

1.11.2

Issue ID

ISXB-148

Regression

No

[Mobile][Input System] On-screen buttons only work on specific devices

Package: Input System

-

Reproduction steps:
1. Open project "DownDrill.zip"
2. Open Scene "DownDrillMain"
3. Build and Run on Android
4. Press on any Button in the Player

Expected result: The Player GameObject reacts to any button pressed in the Build
Actual result: Nothing happens

Reproducible with: 1.0.0, 1.1.0-preview.3, 1.8.2 (2019.4.25f1, 2020.3.5f1, 2021.1.5f1, 2021.2.0a15, 2022.3.52f1), 1.11.2 (2021.3.45f1, 2022.3.52f1, 6000.0.27f1, 6000.1.0a4)

Testing Environment: Windows 11

Reproducible on:
VLNQA00277, Asus ROG Phone, Android: 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00006, Samsung Galaxy S7, Android: 8.0.0, CPU: Exynos 8 Octa 8890, GPU: Mali-T880
VLNQA00030, Lge LG G2, Android: 4.4.2, CPU: Snapdragon 800 MSM8974, GPU: Adreno (TM) 330
iPhone 6 (iOS 12.4.8)
iPhone 7 (iOS 12.3.1)
iPhone 12 Mini (iOS 14.1)
Google Pixel 6a (Android 14)

Not reproducible on:
Standalone Windows 10 or when using the Input Manager
VLNQA00121, Samsung Galaxy S9, Android: 9, CPU: Exynos 9 Series 9810, GPU: Mali-G72

Note: The Buttons in the Player appear to register Touch Input, however the logic behind it is not working, in Play Mode everything works as expected however in the Player it does not do anything and the only thing visible is that the Button turns grey for a second to signify that the Button was pressed

  1. Resolution Note (1.1.X):

    After further investigation I can share the following insights:

    The On-screen Buttons work as expected, touch works as expected - the issue lies within the usage of the PlayerInput component. The active control scheme is keyboard&mouse in the editor playmode, while in the build it switches to Touch. That is why Keyboard events don't get registered by the PlayerInput component in the build. The active control scheme is set to only allow keyboard & mouse input or only touch input. My advice: if you aim to keep the current setup -add the keyboard control to the touch control scheme in the InputActionAssetEditor (find pictures attached in the comment).

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