TextField eats all keys as of 3.4.0

This code appears to no longer work:

unity3d.com - GUI.GetNameOfFocusedControl documentation (uses Return key to confirm a text field as alternative to a button)

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?

I found Input.eatKeyPressOnTextFieldFocus:

Input.eatKeyPressOnTextFieldFocus = false;

Since TextField doesn’t even correctly restore state of CTRL, you basically have to do this if you use Shift or Ctrl state in your game.

More specific to the exact question:

I think you may need Event.Use

void Use();
Description
Use this event.

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;

            }

        }