Search Issue Tracker
By Design
By Design in 2023.2.X
Votes
0
Found in
2020.3.46f1
2021.3.22f1
2022.2.13f1
2023.1.0b9
2023.2.0a8
Issue ID
UUM-31374
Regression
No
Modifier doesn't execute an action when the action binding is already mapped with another action
Reproduction steps:
1. Open the attached "IN-28197.zip" project
2. Enter the Play Mode
3. Hold the "S" button (modifier) and press the "Space" button (binding)
Expected result: The "---PLAYER---" GameObject falls down from the wooden platform
Actual result: The "---PLAYER---" GameObject jumps in the air
Reproduced with: 2020.3.46f1, 2021.3.22f1, 2022.2.13f1, 2023.1.0b9, 2023.2.0a8
Reproduced on: Windows 10
Note: Could not test in Player (could not move the ---PLAYER--- GameObject)
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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
Resolution Note:
The modifier action is in fact getting triggered. Both the jump and fall through actions trigger at the same time giving the impression that fall through did not work. Use the "Enable Input Consumption" option in the Project Settings to solve this (Do note that you will also need to disable other, conflicting action maps, such as your UI action map depending on the game's context to not consume other movement inputs)
Resolution Note (2023.2.X):
The modifier action is in fact getting triggered. Both the jump and fall through actions trigger at the same time giving the impression that fall through did not work. Use the "Enable Input Consumption" option in the Project Settings to solve this (Do note that you will also need to disable other, conflicting action maps, such as your UI action map depending on the game's context to not consume other movement inputs)