I’m on Mac OS 10.6 and after I export a game, there are always problems with input (both keyboard and mouse). Basically, sometimes the engine simply ignores the input or thinks that I’m holding a button down even though I’m not.
This happens on bigger resolutions more often (sometimes at 800 x 600, often on fullscreen, very rarely on 640 x 420 etc). This started happening after a certain blender release (not sure which, I think 2.6something), because my old exported games work just fine but as I export these same old games in the new blender, the problem occurs.
It’s been the same on two computers (both 10.6 tho)
I would like to report that I also have had this issue before when I made the second demo for Valchion. I noticed something about ghost events or something to that effect in the console before, but I can’t recall now (and it’s not my Mac for me to mess around on). Hopefully someone who knows more about this can help / it can get bug-fixed soon.
@Max - Since nobody’s posted since yesterdy, I think that not a lot of people have found this problem. I think it would be greatly appreciated (by me, at least) if you could make a small blend file that shows the issue, and post it to a bug tracker.
@MaxSamarin - WHAT. Really? Hmm… That’s both unfortunate, because it sounds like a somewhat silly bug, but fortunate, since there’s a workaround. I’ll factor that into my games immediately. Thanks very much for the help! I would still heavily recommend that you submit a bug report so that this doesn’t get forgotten.
EDIT: But I think I’ve gotten the problem before without full-screen or desktop full-screen mode enabled…
Yeah, it seemed to be the case when I tested my game out on Mac. I believe the joystick readings (via Python, at least) are completely untouched, so I think it has something to do with the keyboard input reading in the source code.
I think I experienced the “more things in the game, more problems” issue when I noticed the input lagged when I played Valchion in a runtime on Mac, but not a simple demo. The joystick worked fine for me on Mac, though…? Maybe you could distill down a simple demo with a relatively complex scene to highlight the input lag if you need to for a bug report?