Possible GetKeyDown Bug?

I’ve been working on a game, and I’ve been using Input.GetKeyDown(KeyCode.F) without any problems. Suddenly, this doesn’t seem to be working. I created a new scene and put the following JS script component on the Main Camera. (Nothing else was added to the new scene, and none of the default Main Camera settings were changed.)

function Update () {

// Doesn’t work
if(Input.GetKeyDown(KeyCode.S))
Debug.Log(“S pressed”);

// Will work
//if(inputString == “s”)
// Debug.Log(“S pressed”);

if(Input.GetKeyDown(KeyCode.Space))
	Debug.Log("Space");

}

Now, if the KeyCode is for the Space or arrow keys, there are no problems. If I try to use a letter key, nothing. Now, if I try the following:

function Update () {

if(Input.GetKeyDown(KeyCode.S))
	Debug.Log("S pressed");

if(Input.GetKeyDown(KeyCode.U))
	Debug.Log("U pressed");
	
if(Input.GetKeyDown(KeyCode.LeftArrow))
	Debug.Log("Left pressed");
	
if(Input.GetKeyDown(KeyCode.N))
	Debug.Log("N pressed");
	
//if(inputString == "s")
//	Debug.Log("S pressed");

if(Input.GetKeyDown(KeyCode.Space))
	Debug.Log("Space");

}

I can press S, U, or N once, and it will work (print once), but won’t work again unless I pause and restart. Space and Left Arrow work without any problems. Has anyone had to deal with a similar problem? Is this a bug or some weird setting. I can use Input.inputString to get S, U, or N, but using this technique is a hassle. I’m using Windows Vista. Thanks.

Are you sure it’s not an issue with having the Collapse button selected in the console? That’ll allow one of each message to be printed, hiding the rest