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












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














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