Unity3D: Input.GetKeyDown(KeyCode.Escape) doesn't work on mobile nor PC

Multi tool use
Multi tool use












0















this piece of code doesn't work. When I set a breakpoint on the if statement, the debugger breaks. But the GetKeyDown never get's triggerd, when pressing Escape or the mobile back button (Android).



void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
Application.Quit();
}


I also tried if (Input.GetButtonDown("Cancel")). Doesn't work either.



I deployed the game to my mobile device. Maybe some settings have been messed up? Another project works just fine (2D Desktop). I also used the Unity Remote App.



I am using Unity 2018.3.0b2?



EDIT: Solved somehow. Unity Remote App maybe was an issue. Back button only works on real Android device.










share|improve this question




















  • 1





    Unless there is a new bug we don't yet know about , Input.GetKeyDown(KeyCode.Escape) works on PC and Android. If the debugger breaks on if (Input.GetKeyDown(KeyCode.Escape)), doesn't it mean it's working? Replace Application.Quit(); with Debug.Log("Escape") and see if there is a log in your Editor.

    – Programmer
    Nov 24 '18 at 18:11











  • Hey, no, when it breaks on the if, it's just before evaluating the statement. It is skipping the block afterwards. But I somehow got it working now. Maybe it had something to do with using Remote App. Building and deplyoing on my mobile device also works (guess the app doesn't send the back button info). Thanks!

    – DoubleVoid
    Nov 24 '18 at 18:13


















0















this piece of code doesn't work. When I set a breakpoint on the if statement, the debugger breaks. But the GetKeyDown never get's triggerd, when pressing Escape or the mobile back button (Android).



void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
Application.Quit();
}


I also tried if (Input.GetButtonDown("Cancel")). Doesn't work either.



I deployed the game to my mobile device. Maybe some settings have been messed up? Another project works just fine (2D Desktop). I also used the Unity Remote App.



I am using Unity 2018.3.0b2?



EDIT: Solved somehow. Unity Remote App maybe was an issue. Back button only works on real Android device.










share|improve this question




















  • 1





    Unless there is a new bug we don't yet know about , Input.GetKeyDown(KeyCode.Escape) works on PC and Android. If the debugger breaks on if (Input.GetKeyDown(KeyCode.Escape)), doesn't it mean it's working? Replace Application.Quit(); with Debug.Log("Escape") and see if there is a log in your Editor.

    – Programmer
    Nov 24 '18 at 18:11











  • Hey, no, when it breaks on the if, it's just before evaluating the statement. It is skipping the block afterwards. But I somehow got it working now. Maybe it had something to do with using Remote App. Building and deplyoing on my mobile device also works (guess the app doesn't send the back button info). Thanks!

    – DoubleVoid
    Nov 24 '18 at 18:13
















0












0








0








this piece of code doesn't work. When I set a breakpoint on the if statement, the debugger breaks. But the GetKeyDown never get's triggerd, when pressing Escape or the mobile back button (Android).



void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
Application.Quit();
}


I also tried if (Input.GetButtonDown("Cancel")). Doesn't work either.



I deployed the game to my mobile device. Maybe some settings have been messed up? Another project works just fine (2D Desktop). I also used the Unity Remote App.



I am using Unity 2018.3.0b2?



EDIT: Solved somehow. Unity Remote App maybe was an issue. Back button only works on real Android device.










share|improve this question
















this piece of code doesn't work. When I set a breakpoint on the if statement, the debugger breaks. But the GetKeyDown never get's triggerd, when pressing Escape or the mobile back button (Android).



void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
Application.Quit();
}


I also tried if (Input.GetButtonDown("Cancel")). Doesn't work either.



I deployed the game to my mobile device. Maybe some settings have been messed up? Another project works just fine (2D Desktop). I also used the Unity Remote App.



I am using Unity 2018.3.0b2?



EDIT: Solved somehow. Unity Remote App maybe was an issue. Back button only works on real Android device.







unity3d






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 24 '18 at 18:14







DoubleVoid

















asked Nov 24 '18 at 17:59









DoubleVoidDoubleVoid

375629




375629








  • 1





    Unless there is a new bug we don't yet know about , Input.GetKeyDown(KeyCode.Escape) works on PC and Android. If the debugger breaks on if (Input.GetKeyDown(KeyCode.Escape)), doesn't it mean it's working? Replace Application.Quit(); with Debug.Log("Escape") and see if there is a log in your Editor.

    – Programmer
    Nov 24 '18 at 18:11











  • Hey, no, when it breaks on the if, it's just before evaluating the statement. It is skipping the block afterwards. But I somehow got it working now. Maybe it had something to do with using Remote App. Building and deplyoing on my mobile device also works (guess the app doesn't send the back button info). Thanks!

    – DoubleVoid
    Nov 24 '18 at 18:13
















  • 1





    Unless there is a new bug we don't yet know about , Input.GetKeyDown(KeyCode.Escape) works on PC and Android. If the debugger breaks on if (Input.GetKeyDown(KeyCode.Escape)), doesn't it mean it's working? Replace Application.Quit(); with Debug.Log("Escape") and see if there is a log in your Editor.

    – Programmer
    Nov 24 '18 at 18:11











  • Hey, no, when it breaks on the if, it's just before evaluating the statement. It is skipping the block afterwards. But I somehow got it working now. Maybe it had something to do with using Remote App. Building and deplyoing on my mobile device also works (guess the app doesn't send the back button info). Thanks!

    – DoubleVoid
    Nov 24 '18 at 18:13










1




1





Unless there is a new bug we don't yet know about , Input.GetKeyDown(KeyCode.Escape) works on PC and Android. If the debugger breaks on if (Input.GetKeyDown(KeyCode.Escape)), doesn't it mean it's working? Replace Application.Quit(); with Debug.Log("Escape") and see if there is a log in your Editor.

– Programmer
Nov 24 '18 at 18:11





Unless there is a new bug we don't yet know about , Input.GetKeyDown(KeyCode.Escape) works on PC and Android. If the debugger breaks on if (Input.GetKeyDown(KeyCode.Escape)), doesn't it mean it's working? Replace Application.Quit(); with Debug.Log("Escape") and see if there is a log in your Editor.

– Programmer
Nov 24 '18 at 18:11













Hey, no, when it breaks on the if, it's just before evaluating the statement. It is skipping the block afterwards. But I somehow got it working now. Maybe it had something to do with using Remote App. Building and deplyoing on my mobile device also works (guess the app doesn't send the back button info). Thanks!

– DoubleVoid
Nov 24 '18 at 18:13







Hey, no, when it breaks on the if, it's just before evaluating the statement. It is skipping the block afterwards. But I somehow got it working now. Maybe it had something to do with using Remote App. Building and deplyoing on my mobile device also works (guess the app doesn't send the back button info). Thanks!

– DoubleVoid
Nov 24 '18 at 18:13














0






active

oldest

votes











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53460942%2funity3d-input-getkeydownkeycode-escape-doesnt-work-on-mobile-nor-pc%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























0






active

oldest

votes








0






active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53460942%2funity3d-input-getkeydownkeycode-escape-doesnt-work-on-mobile-nor-pc%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







4Y6UOQZw Vm29yw0GGrHTKbrACoPxBx6,q7kaETKjwb
pRs6MRVgRAhT0EQnnW6TXf iQ PusR Nt1NFq,gzYG iIlv osE6edwb4a O QgM Krfl00RB9bV xuT9L4e 5rdK6io6aP

Popular posts from this blog

Costa Masnaga

Error adding annotation colours to pheatmap in R: “more elements supplied than there are to replace”

Fotorealismo