Search Issue Tracker
Fixed in 1.1.1
Votes
0
Found in [Package]
1.1.0-preview.3
Issue ID
1336250
Regression
No
[Input System] GetDevice<T>.IsActuated reports incorrect results after a stopping at a breakpoint if a key is pressed
Reproduction steps:
1. Open attached project "InputActuatedTest.zip" and scene "SampleScene"
2. Enter Play Mode
3. In Project window, open Assets/InputSystemTest.cs
4. In Visual Studio, Attach to Unity
5. In Visual Studio, setup conditional breakpoint on line 21, when 'bool pressed' is true
6. In Game View, press a keyboard key
7. In Visual Studio, continue 5 times, observe the value of pressed variable
8. In Visual Studio, disable or remove the conditional breakpoint, continue
9. In Game View, observe the text value
10. In Game View, press any key, observe text value change
Expected result: In step 7, the variable value does not remain true, after removing the breakpoint, the text value changes to 'false'
Actual result: In step 7, the variable value remains true, after removing the breakpoint, the text value remains to 'true' until another key is pressed
Reproducible with: 1.1.0-preview.3 (2019.4.27f1, 2020.3.10f1, 2021.1.9f1, 2021.2.0a17)
Could not test with: 2018.4.35f1 (compilation errors break project)
Notes:
Sometimes, after step 10, the text value does not change to 'false', instead, it remains 'true'
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Animator state transition preview clips are flickering when zooming in
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
Add comment