It seems now that TextField eats all keys (even releasing of Shift and Ctrl, messing up their states).
Any ideas for workarounds? This is making my game unusable every time I show a TextField. Is there some new input method support or something that I can turn off to maybe avoid whatever added this bug?
Call this method when you’ve used an event. The event’s type will be set to EventType.Used, causing other GUI elements to ignore it.
if (Event.current.isKey) {
switch (Event.current.keyCode) {
case KeyCode.Return:
case KeyCode.KeypadEnter:
val = editingValue;
applying = true;
Event.current.Use(); // Ignore event I used it
break;
}
}