SpaceMadness/lunar-unity-console

UISwipeGestureRecognizer breaks iOS multitouch

zudl opened this issue · 6 comments

zudl commented

While Gesture is set to SwipeDown iOS multitouch have strange behaviour

  1. Put down finger 1 (don't move!)
  2. Put down finger 2 (don't move!)
  3. Remove finger 1 (still don't move your fingers across the screen)
  4. No events for finger 1 (OnPointerUp or Touch.Phase == ended) came until finger 2 is moved

Tested on minimal repro:
Unity 2019.2.17f1, Lunar Console Pro 1.6.4, Input Manager, 1 Canvas, several buttons / debug text

Hey @zudl,

Would you be able to attach the sample project where you reproduced the issue?

zudl commented

InputTest.zip
Hi, @weeeBox
Yep, just add Lunar.

I have the same issue described. The problem does not happen on all iOS devices (this should make it fun to debug).

Here is a video of it happening on a iPad.

The game is running on Unity 2019.4.3.

iPad 6th Gen
Model Number: MR7G2LL/A
iOS Version: 13.6

Hey @nikescar1,

Sorry for the issue. I need more time for the fix but as a quick workaround - try disabling swipe gesture in LunarConsole settings and open the console with an API call:

  • To disable the gesture - change Gesture to None in the prefab settings:
    Screen Shot 2020-07-26 at 12 11 33 PM
  • To open the console programmatically use: LunarConsolePlugin.LunarConsole.Show()

Hi!

Thanks for the suggestion. I don't think that option will work since there's a couple bugs we're currently tracking that happen at game start before UI loads and during certain transitions in the game.

Thanks for looking in to this though. Lunar Console has been a huge help during development!

This happened to me as well, Unity 2020.3.14f1 LTS, iPad Pro. It's not a massive problem but prevents us from having LunarConsole active in every build.
@weeeBox do you have any other updates? I will try your workaround today

Edit: I am using the new Input System package from Unity