Event calls not working in Built version game.

void OnGUI()
{
doubleTapTimer += Time.deltaTime;

		numDown = 0;
		int num;
		if (Event.current.type == EventType.KeyDown) {    			
			// Convert to numeric value for convenience :)
			num = Event.current.keyCode - KeyCode.Alpha1 + 1;
			
			// Avoid having multiple number keys pressed!
			if (numDown == 0 && num >= 1 && num <= 9) {
				numDown = num;
				doubleTapped = false;
				doubleTapTimer = 0;
				Event.current.Use();
			}
			
			if (numDown > 0)
			{
				// If prevNumDown == num then it's been double tapped.
				if (numDown == prevNumDown && doubleTapTimer < 1)
					doubleTapped = true;
				
				if (doubleTapped)
					numDown += 10;
				
				if (doubleTapTimer > 1)
					prevNumDown = -1;
				
				prevNumDown = numDown;
			}
		}   
	}

That is the code that runs in Editor mode but not a Post Built / .EXE version of my game. Any idea why?

It seems to be the Event is not being checked / called? I can’t tell. I do know OnGUI is being called as I put a box with some text in there to check.

Problem Solved, it wasn’t the event were not getting called, it’s that OnGUI was getting called so often in the build mode (capped at 60fps just like in editor) that it would reset my key down before it ever changed the weapon. So I moved the numDown = 0 to the update function.