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Fixed
Fixed in 6000.0.57f1
Votes
1
Found in
6000.0.0b1
6000.1.0a2
Issue ID
UUM-112272
Regression
No
New Input System requires multiple screen touches when selecting UI in the Standalone Player
How to reproduce:
1. Open the project “IN-99955_touch-issue”
2. Build the project, File → Build and Run
3. Use the touch screen to click on Radio buttons, Sliders
4. Observe the way buttons react to touch
Expected result: Buttons, sliders activate instantly on click
Actual result: Buttons and sliders require 2 fast touches instead of one
Reproducible with: 1.8.0 (2022.1.0a1), 1.14.0 (2022.3.62f1, 6000.0.49f1, 6000.1.3f1, 6000.2.0a1)
Fixed in: 1.14.0 (6000.2.0a2)
Not reproducible with: 1.14.0 (6000.2.0b1)
Reproducible on: Windows 11 (Dell XPS 16 9510, Surface 11 Pro)
Not reproducible on: No other environments tested
Notes:
- The issue performs independently to the Package Version, rather issue appears based on the Editor version
- First touch seems to only select the button or slider
- This issue is not present in the Editor
- In the Input Action Asset (Touch.inputactions) → UI → Click → touch/ [Touchscreen] → Interaction is set to PressOnly
Old Input System does not seem to have the same issue
Comments (1)
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danineuss
Jul 10, 2025 11:39
We seem to have experienced a similar issue. For us, playing around with the Input System settings seems to have helped. We have a "Input System UI Input Module (Script)" component in the project with the setting "Pointer Behaviour". It has three different modes:
- Single Unified Pointer - This setting ensures that there is only ever one pointed being reported at any one time, so there is no confusion about where the input is coming from where which pointer you want to 'count' as the user input and become the UI pointers position. For example, if you have a Touchscreen, and you place 3 of your fingers on the screen during the same frame, then the finger that touched the screen last shall be the pointer that is used as input for that frame, and the first 2 will be ignored. The same logic with mouse, where is you click both left and right click on the same frame, then the one that was clicked last would be used as the pointer for that frame.
- All Pointers as is - This setting will not unify any of the incoming pointer input. Any device that feeds pointer type input actions into the system will be treated as its own pointer(s). This setting is often used in touchscreen situations where multiple fingers can be on the screen at once. You may have functionality where x happens if 1 finger touches, y happens if 2, and z happens in 3. In that situation, you may want to know what position on the UI each of those fingers are. You wouldn't know this with Single Unified Pointer since only the last finger would be counted. However, with All Pointers as is, each of those fingers would be their own pointer, reporting their own UI position data.
- Single Mouse or Pen But Multi Touch and Track - This setting makes any input not classified as touch or tracked input as a Single Unified Pointer, and any touch or tracked input is treated as All Pointers As Is. This is designed for projects that may use both type of inputs, or be supported on both standalone and mobile devices. It requires less setup and is the default option.
For us, the All Pointers As Is mode fixed the issue. This might be a work-around to a deeper issue ... but it did that ... work :)