Operating system or device, Godot version, GPU Model and driver (if graphics related):
Windows 10 64bit - Godot 3.0 build from yesterday
Issue description:
Using Input.action_press() doesn't seem to work.
Steps to reproduce:
I made a scene with a button, the button pressed was connected to a node with this script:
extends Node
func _input(event):
if event.is_action_pressed("ui_cancel"):
print("Test")
func _on_Button_pressed():
Input.action_press("ui_cancel")
Pressing the default "ui_cancel" key will print "Test", but pressing the button will not print anything. I also tried with _unhandled_input(event), but that didn't work either.
Seems like Input.action_press doesn't invoke _input. Not sure if intended. Have you tried with 2.1?
My workaround is to use Input.parse_input_event:
var a = InputEventAction.new()
a.action = "ui_cancel"
a.pressed = true
Input.parse_input_event(a)
(If you use is_action_pressed after action_press, it'll correctly return true.)
Ah alright, if this is working as intended maybe the documentation should mention that it wont actually call _input
Most helpful comment
Seems like
Input.action_pressdoesn't invoke_input. Not sure if intended. Have you tried with 2.1?My workaround is to use
Input.parse_input_event:(If you use
is_action_pressedafteraction_press, it'll correctly return true.)