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Won't Fix

Votes

4

Found in

5.3.1f1

Issue ID

803629

Regression

No

[Shift Key]Keyboard events are registered incorrectly when using dual "Shift" key

Input

-

Steps to reproduce:
1. Open attached project.
2. Enter the Play mode.
3. Press and hold left "Shift" key and notice that the "Console" window outputs this message: "GetKeyDown left shift", which indicated that the left "Shift" key was pressed.
4. While holding the left "Shift" key, press and hold right "Shift" key and notice that the "Console" window outputs this message: "GetKeyDown right shift".
5. Release the right "Shift" key.

Actual result:
The "Console" window did not output this message: "GetKeyUp right shift". Thus, the keyboard event was not registered.

Expected result:
The keyboard event should be registered when still holding left "Shift" key.

6. Release the left "Shift" key.
7. Notice that the keyboard events are registered (the "Console" window outputs: "GetKeyUp left shift" and "GetKeyUp right shift". However, keyboard events are being registered incorrectly, since the right "Shift" key was released before the left "Shift" key).

Reproduced with:
5.1.0f3, 5.2.4f1, 5.3.5f1, 5.3.5p4, 5.4.0b22.

Note1:
The issue is not reproducible when firstly releasing the key that was pressed first (in this case, it was the left "Shift" key).

Note2:
More information could be found here:
http://forum.unity3d.com/threads/unity-3-5-7f6-dual-shift-key-bug.178942/#post-1224229

  1. Resolution Note:

    This is a long-standing Windows issue; see my full explanation in Unity Forum post: https://forum.unity.com/threads/unity-3-5-7f6-dual-shift-key-bug.178942/#post-3890950

    The problem has been fixed in the New Input system, but we don't plan to fix it for "old" InputManager.

Comments (3)

  1. Roidz99

    Oct 10, 2018 17:46

    PS: this bug is still present in unity 2017 and 2018

  2. Roidz99

    Oct 10, 2018 17:37

    I agree 100% !!!

    This needs to be fixed ASAP!

  3. shaderbytes

    Sep 24, 2018 19:05

    I really need this fixed to make my games usable by digital pinball cabinet owners .. every other pinball game works without needing to reconfigure the keys for the flippers. I cant expect users to have to remap the keys just to play my game .. Im the odd one out here. It like every program in the world using CTRL C to copy and then you make a program that uses something else .. not nice

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