You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Currently, I have an Action of type Button, with a Binding on the 'r' key. The binding have an interaction "Hold" with a Hold time of 2.
I added a debug log on each callback (started, performed, canceled) as their respective names. When I press 'r', I receive both callback started and performed regardless of how many time is set in Hold time.
I found this post from Rene-Damm in January stating:
"Put simply, you should see "started" getting called as soon as a button goes down, "performed" being called when the button is held for longer than the set duration, and "cancelled" being called if it's released before."
I have been messing with this for a while now, and the closest I could achieve is with the slow tap, only, the action performed were not called once the duration time was up and required a key release to be triggered.
Edit: Forgot to mention I was using 2019.1.0f2
Edit2: Still present in preview 0.2.8 using Unity 2019.1.0f2
The text was updated successfully, but these errors were encountered:
This may be related to issue #576. I've noticed that a context's duration continues to accumulate in the editor, even after exiting play mode. I suspect that the "hold" interaction watches this value to determine when time has elapsed, but the duration starts with an arbitrary positive offset.
Currently, I have an Action of type Button, with a Binding on the 'r' key. The binding have an interaction "Hold" with a Hold time of 2.
I added a debug log on each callback (started, performed, canceled) as their respective names. When I press 'r', I receive both callback started and performed regardless of how many time is set in Hold time.
I found this post from Rene-Damm in January stating:
https://forum.unity.com/threads/new-input-system-how-to-use-the-hold-interaction.605587/#post-4056961
I have been messing with this for a while now, and the closest I could achieve is with the slow tap, only, the action performed were not called once the duration time was up and required a key release to be triggered.
Edit: Forgot to mention I was using 2019.1.0f2
Edit2: Still present in preview 0.2.8 using Unity 2019.1.0f2
The text was updated successfully, but these errors were encountered: