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Input does not seem to receive events from an InputSender #578
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This looks reasonable. I'm not sure if this is a bug or if this |
It looks like I was able to get your test to pass with this (which is what func test_move_with_action_press():
var player = Player.new()
add_child_autofree(player)
Input.action_press("move_backward")
await wait_frames(5)
assert_ne(player.test,Vector2(0,0)) |
Hey, @bitwes, I'm running into this bug as well. Do you have any advice for where to begin troubleshooting this issue? I've got a day or two to spend on it. |
I think the fix is to change if(r == Input):
Input.parse_input_event(event)
# fix starts here
if(event is InputEventAction):
if(event.pressed):
Input.action_press(event.action)
else:
Input.action_release(event.action)
if(_auto_flush_input):
Input.flush_buffered_events() My approach would be to make a test script to reproduce the issue (probably |
(Disclaimer: Godot newbie here, sorry if anything I say is dumb) Just wanted to chime in to report that I also ran into this, thanks to the both of you for providing a fix! @bitwes I went and step-debugged GUT for this and still did not find the issue. Reading the doc of Thanks again. 🙇🏻♂️ |
It seems that if you are using
https://docs.godotengine.org/en/stable/classes/class_input.html#class-input-method-action-press |
I'm not sure if the error is on my side or if there is a bug. When i try to test my scene that uses
Input
to query events in the_physics_process
function, it always returns false or in the case ofInput.get_vector
a zero vector. I did follow the instructions found on the wiki.If i missed any information that would help, please let me know.
OS: Linux
Godot version: 4.2.1
Gut version: 9.2.1
Example project: test.zip
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