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If you create two (or more) input actions that use similar key combos, they will conflict when using is_action_pressed or is_action_released. For example, if you create:
action "foo" -> ctrl shift alt S
action "bar" -> ctrl alt S
if you press ctrl shift alt S, both actions will trigger is_action_pressed and is_action_released.
if you press ctrl alt S, only "bar" will trigger is_action_pressed, but both actions will trigger is_action_released
I haven't tested this further, but there's probably other combinations that have similar conflicts.
Steps to reproduce
This should be easily reproduced in any project; just create those two actions with those same keys, and put the code above in a script, and then run it and try the keys out.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered:
Closing per @raulsntos' comment. Feel free to remake #44355 for the 3.x branch, it should be backwards-compatible as the exact parameter defaults to false 🙂
Godot version
3.3.2
System information
Windows 7, GLES2
Issue description
If you create two (or more) input actions that use similar key combos, they will conflict when using
is_action_pressed
oris_action_released
. For example, if you create:action
"foo"
->ctrl shift alt S
action
"bar"
->ctrl alt S
and you have this input code:
The results will be:
ctrl shift alt S
, both actions will triggeris_action_pressed
andis_action_released
.ctrl alt S
, only"bar"
will triggeris_action_pressed
, but both actions will triggeris_action_released
I haven't tested this further, but there's probably other combinations that have similar conflicts.
Steps to reproduce
This should be easily reproduced in any project; just create those two actions with those same keys, and put the code above in a script, and then run it and try the keys out.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: