Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
1.8.2
1.11.2
Issue ID
ISXB-939
Regression
No
TouchPhase.Ended is called more than once when releasing the touchscreen
How to reproduce:
1. Open the “TouchEnded test.zip“ project
2. Open the “SampleScene“
3. Enter the Play Mode
4. Touch and release the Game view through the touchscreen
5. Observe the console
Expected results: One Console message is logged about the ending of a touch
Actual results: Two or more Console messages are logged about the ending of a touch
Reproducible in: 1.7.0 (2021.3.40f1, 2022.3.35f1), 1.8.2 (2021.3.40f1, 2022.3.35f1, 6000.0.8f1)
Reproduced on: Windows 11 Pro (23H2) (touchscreen)
Not reproduced on: No other environment tested
Notes:
- There is no issue with clicking with a mouse
- Reproducible in the Player, although, it is much more stable, sometimes only one TouchPhase.Ended phase is registered
Comments (1)
-
jfreire-unity
Oct 22, 2024 10:17
I closed the ticket but for some reason my notes were not included. This is what I wrote:
This is by design.
The Touch action is set up for the binding <Touchscreen>/touch* which will receive every kind of state change in that binding (e.g. for changes of position, phase, press, tap, tapCount, etc).
A better usage would be to set the input action with <Touchscreen>/touch*/position, <Touchscreen>/touch*/press, <Touchscreen>/touch*/phase, or something else that this action should track.NOTE: Unfortunately, using the wildcard binding syntax needs to be done manually in the .inputaction asset file as the Asset Editor UI currently doesn't support wildcard binding syntax other than for <Touchscreen>/touch*/press.
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
- Keywords on Material Variants aren't automatically saved when changed on original Material through Shader Graph
- Light Probes get baked when calling LightProbes.Tetrahedralize
- Shadows flicker and cause visual artifacts when modifying a GameObject's bounds using Swizzle (Y Mask) and Sine Time nodes
- [WebGL] Frame rate drops by 5-20 fps when moving cursor or touch input in the Player
- Light bleeds when using box shaped spotlight with specific Emission Range values
Resolution Note:
There are no fixes planned for this Bug