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Strange skipping of input

Discussion in 'Input System' started by Wahooney, Sep 26, 2018.

  1. Wahooney

    Wahooney

    Joined:
    Mar 8, 2010
    Posts:
    281
    Hi, (cc @Rene-Damm ;) )

    Okay, this post was a lot longer but I seemed to have found a pattern to the issue. If you have a Press and Release InputAction (member, not asset):
    1. press the key
    2. disable the InputAction
    3. release the key
    4. enable the InputAction
    5. The next press of that key doesn't fire the InputAction::started event (presumably because it's being held in some sort of buffer of pressed buttons).
    NOTE: in my use case the disable happens when the player dies and then enables on respawn, can't really change that flow.

    This is obviously some sort of overlooked situation/bug but is there a function to reset all inputs or something in the mean time?

    Thanks!

    EDIT: Reported issue on GitHub: https://github.com/Unity-Technologies/InputSystem/issues/261
     
    Last edited: Sep 26, 2018
  2. Rene-Damm

    Rene-Damm

    Joined:
    Sep 15, 2012
    Posts:
    1,779
    Thank you for the report @Wahooney. Will take a look.
     
    Wahooney likes this.