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Unity 5.3.0f4 Touch Bug

Discussion in 'Android' started by PedroGV, Dec 9, 2015.

  1. PedroGV

    PedroGV

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    Hi,

    Since I upgraded to v5.3.0f4 from v5.2.3p2 I'm having problems with touch recognition on UI controls on Android (I haven't tested it on iOS, yet).

    Basically, when you touch one control the event goes on as "down" until you touch other control on the screen. This worked perfectly well on previous versions of Unity so I don't know what changed.

    As I'm also experiencing some visual glitches, I'd like to manually switch to the OpenGL 2.1 backend to see whether it has to do with the switch to the OpenGL 4.x core.

    So, how can I switch back to OpenGL 2.1 backend? Thanks.
     
  2. PedroGV

    PedroGV

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    Anyone? How can I manually switch back to OpenGL 2.1 backend on Unity 5.3.0f4?
     
  3. PedroGV

    PedroGV

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    C'mon guys it's a simple question. Any mods?
     
  4. Trav3l3r

    Trav3l3r

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    I upgraded my project to 5.3 (from 5.23) earlier today and experienced similar issues as you describe here.
    Framerate on my s6 went from a stable 60fps to fluctuating between 40~50fps. And even worse, touch controls don't seem to function properly anymore. It's almost as if they become stuck in onDown state or until the onExit has occurred.

    I read in another thread that for the Eventsystem component you nolonger need the Touch Input Module, but while it didn't seem to break anything when removed, it also did not fix the problem.

    Anwways, any help would be appreciated.
     
    MrEsquire likes this.
  5. Trav3l3r

    Trav3l3r

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  6. VKaras

    VKaras

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    Same problem with touch on IOS & android in 5.3
     
  7. PedroGV

    PedroGV

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    @Trav3l3r: I'm targeting OpenGLES2 only, to avoid such drops in perf.

    Have tested in more devices and all are having the same Touch issue with 5.3.0f4.

    I guess the QA team is aware of this, right?
     
  8. Trav3l3r

    Trav3l3r

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    I have made a sample project for my issues with input on mobile and send it to Unity to investigate
     
  9. PedroGV

    PedroGV

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    Thanks for this. Let's hope they'll have a fix soon or else it will force to roll back to previous versions.

    It would be nice that someone on the Unity Team confirms they are aware of this bug, though.
     
  10. bitter

    bitter

    Unity Technologies

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  11. Trav3l3r

    Trav3l3r

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    Case 753711
     
  12. Trav3l3r

    Trav3l3r

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    This is a screen shot from the project I added with the case. The outlined box shows a log from a single press and release on the left button. Somehow events are now mixed, whereas this was not the case prior to 5.3
    (Notice that the onEnter/onDown & onExit/onUp events on this button are linked and logged simultaneously)
     
  13. PedroGV

    PedroGV

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    @bitter: any news regarding this case?
     
  14. Trav3l3r

    Trav3l3r

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    I was kinda hoping for some feedback as well. QA got back to me with a question, and I followed up with three more replies, but it's been quiet ever since
     
  15. PedroGV

    PedroGV

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    By searching in the forums I found that v5.3.1 is to be released today or tomorrow. So, can someone on the QA Team confirm whether this upcoming version fixes this issue? Thanks.
     
  16. PedroGV

    PedroGV

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    v5.3.1 is out now but I don't see in the readme a mention to this bug. I will download it later today, so can anyone confirm whether the issue has been fixed or not on this release? Thanks.
     
  17. PedroGV

    PedroGV

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    I have downloaded and installed v5.3.1. The issue is still there. So case 753711 is still open.
     
  18. Trav3l3r

    Trav3l3r

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    Same here. No fix, no follow-up on my case report, no more answers.
    Somewhat disappointing considering the time in put into reporting and setting up scenes for QA :(
    I understand there're a lot of bug reports to go through, but a reply in some form would have been nice...
     
  19. PedroGV

    PedroGV

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    Not to mention that for games that rely on UGUI elements as Touch controls this is a huge drawback.
     
  20. Veli-Pekka

    Veli-Pekka

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    I have the same problem.
    The first person view keeps spinning since it never registers the touch as ended.
    Worked properly on 5.2.4 and 5.2.3 but in 5.3.0 and 5.3.1 this is broken.
    In editor (5.3.x) the touch controls work properly.
     
  21. VKaras

    VKaras

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    Such huge bug affecting Android & IOS. UNITY please look into this...
     
  22. PedroGV

    PedroGV

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    Can anyone on the Unity Team confirm whether this issue has been addressed? And ETA for a fix?
     
  23. PedroGV

    PedroGV

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    Something may be deeply wrong with v5.3.x on this regard given that after two more versions (5.3.1 and 5.3.1p1) the bus is still there and nobody has indicated whether the issue is being addressed and or ETA for a fix.
     
  24. Trav3l3r

    Trav3l3r

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    I have seen more threads appear with this issue and replied there with a nod to this thread, so hopefully it will get picked up
     
  25. sdf_eee

    sdf_eee

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    Same problem here. Touch often not recognized on iOS (5.3.1p1).
    This problem did not occur even once less than 5.2.x.
     
  26. PedroGV

    PedroGV

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    Can anyone respond with an ETA for fix, please? This is a very serious bug.
     
  27. Trav3l3r

    Trav3l3r

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    Good news. I received an update from QA today, stating that they've been able to reproduce the issue and that it's been forwarded to the developers. :)
     
    hieudev likes this.
  28. PedroGV

    PedroGV

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    Good news, indeed!
     
  29. sdf_eee

    sdf_eee

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    Good news!
     
  30. hieudev

    hieudev

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    I solved this issue enabling "Touch Input Module" and "Force Module Active" options in the EventSystem

    I'm using Unity 5.3.1f1 and a MotoG 2014 and a very small project.

    Try it and report please.
     
  31. Trav3l3r

    Trav3l3r

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    That was in fact mentioned in a different thread as well and I have found it to work. However, the 5.3 release notes say that TouchInput module is no longer needed. So while seemingly effective, I'm not sure if it should be used as a final solution.
     
  32. PedroGV

    PedroGV

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    No need to force the Touch Input Module, just disable the Standalone Input Module.

    That was the problem for me. In previous versions of Unity I had it disabled, but when upgrading to 5.3, it was automatically re-enabled during the conversion process.

    Disabling the Standard Input Module, fixed it for me.
     
  33. Yury-Habets

    Yury-Habets

    Unity Technologies

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    Hi!

    First of all, I would ask not to mess up all issues you found with Unity 5.3 into this single thread.

    This is an Android forum, please post OpenGL backend questions to related threads.

    (edited after I reread the thread carefully)
    Thank you for the update on the Touch Input Module! I will communicate that to the UI team.

    On the bug reported - I see some issues with the scripts which are causing issues as well. Will reply directly from the bug.

    Thank you again!
     
    Last edited: Jan 14, 2016
  34. Trav3l3r

    Trav3l3r

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    Hi Yury, thanks for posting! I have replied to your email. We're not out of the woods just yet ;)
     
  35. Paniku

    Paniku

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    Hi, I recently released an update for my Android game on 5.3.1f1 (same version as the previous) which seemingly worked fine but I was then barraged by emails and people telling me that that the touch controls are no longer responsive and sometimes take 10-20 clicks to even register! Many people couldn't even get past the main menu. The only solution for me was to roll back the update because I had no idea what suddenly caused input to stop being registered. The event system and input module was never touched.

    Is this problem the one being experienced in this thread? It's extremely frustrating knowing that your game could be rendered unplayable from a bug you can't reproduce.
     
  36. Trav3l3r

    Trav3l3r

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    No, I've seen this issue come up in several other forum threads, (in UI section for example).
    Unfortunately there doesn't seem to be a whole lot of support on this matter. :(
    Yury replied on my submitted case suggesting a script change (as he wrote here as well). He wrote that (for him) with the change everything worked as expected on a Nexus 6.
    I replied that same evening that his suggested change didn't help. At least not on my test devices (Samsung s6, HTC desire). There's been no reply in any form since then...

    Some have suggested that it helps to enable the Force Module Active setting on the Touch Input Module (despite it nolonger being a required module according to the release notes). Use with care though as a user in this thread says it didn't help for him.

    I assume Unity QA is quite busy with other issues, but it is somewhat disappointing to receive so little feedback on this matter.
     
    Last edited: Jan 22, 2016
  37. PedroGV

    PedroGV

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    As said in that post -as well as in this thread a few posts before- the workaround that works for me is to deactivate the Standalone Input Module and to activate the Touch Input module (no need to force it).
     
  38. iomac

    iomac

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    Since this bug is still active (and I personally just discovered this bug/thread myself), people should go to the issue tracker and upvote 753711
     
    Trav3l3r likes this.
  39. mbmmgames

    mbmmgames

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    Agree, this is major, major bug :(
    Please up vote 753711
    I hope it will get fixed when 5.4 comes out :)
     
  40. Trav3l3r

    Trav3l3r

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    @iomac, have you received any feedback from Unity on your case?
     
  41. sramos_eurecat

    sramos_eurecat

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    I just encountered this bug myself on version 5.3.2f1. I upvoted the issue, hopefully it will get fixed soon.
     
  42. 2rusbekov

    2rusbekov

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    Workaround with touch input module didn't help me. On issue tracker status of bug in Fixed in Unity 5.4.0. But when will it released?
     
  43. levwsr

    levwsr

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