TouchPhase only returns Stationary

I updated to the latest preview package of the input system for a fix where TouchPhase.Began wasn’t always called. Before I updated, my TouchPhase’s were working. However, since I updated all I get is TouchPhase.Stationary. It never calls begin, move, or ended anymore.

if(Touchscreen.current != null && Touch.activeTouches.Count > 0 && Touch.activeTouches[0].phase == TouchPhase.Began)

I am on 2020.1.10.

EDIT: It looks like it works on my iPad, however, it doesn’t work on my MacBook in the editor. I have Simulate Touch Input From Mouse or Pen on (in both code and input debugger) so that I can just call touches and the mouse/touch will both work.

Thanks!

Bump

SimulatedTouch seems to have a number of issues right now. Looking into them ATM. Made a note to look into the behavior you mentioned as part of this issue.

1 Like

Sorry to bump this again but it’s been a while.
Still happening with the Simulated Touch feature (and I’m on Windows). Same happens in the Device Simulator, I guess it’s using the same base feature for that?
Really sad because it makes the Touchscreen in the Editor almost impossible to use, as my whole Touch handling is about the TouchIDs and their TouchPhase. But as OP said, fortunately it works in the build on the actual device!

1 Like

Is there any process on this issue? I’m running into the same problem in the Unity Device Simulator. All Touch events phases are Stationary except for the last event, right before releasing. I’ve tried both Unity 2022.2.9 and 2022.2.10 on MacOS in various projects.

Similar issue happens in my business partner environment. It works in my environment properly with same source code and same unity ver(2021.3.17f1 Silicon)

My Mac ver is MOnterey 12.6.2 and business partner’s one is Ventura 13.2.1.

Hi, still have problem in device simulator that touches stays in Stationary phase and not becomes Ended when i clicking fast. But last touch always recive Ended phase regadles of speed of clicks. It’s so strange.