#[1.0.0-alpha5-rc2] Shift and right shift

9 messages ยท Page 1 of 1 (latest)

azure blaze
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Hi, i've seen a bug report on right shift not working, it does work for me however there is no graphical difference between shift and right shift in the keybindings menu. It would be nice to have one, like L_SHIFT and R_SHIFT. In the screenshot i've taken the first five are R_SHIFT the others are L_SHIFT but I need to remember the difference

rustic riverBOT
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Thank you for reporting this bug! Our team will review your report soon.
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๐Ÿ“‹ Log files help us investigate issues. You can find yours here:
โ€ข Linux: ~/.config/unity3d/tobspr Games/shapez 2/Player.log

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Left Shift key does not function ingame
To Do โ€ข Priority: Low โ€ข Fix: None

The Left Shift key does not function properly as a keybinding in shapez 2. When binding either Left Shift or Right Shift to game actions like toolbar selection or building rotation, only the Right Shift key works in-game. If Left Shift and Right Shift keybindings are mirrored in settings, using Left Shift will trigger the Right Shift action and vice versa. This prevents players from using the Left Shift key for any game controls, forcing them to rely only on Right Shift for all keybinding fun...

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Right shift does not work as shift
To Do โ€ข Priority: Low โ€ข Fix: None

Right Shift does not function as a valid modifier key for keybindings in shapez 2. For example, shift-drag operations only work when using Left Shift, not Right Shift. This affects all commands that use Shift as a modifier. The issue has been confirmed across multiple keyboard layouts on Windows 10, indicating it is not layout-specific.
๐Ÿ’ฌ Threads: [0.1.1] [SE 0.1.1] Commands using SHIFT

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[Dev] Can not bind ctrl / shift to keybindings
Done โ€ข Priority: Medium โ€ข Fix: 2 - Demo โ€ข Resolution: Done

Cannot bind Ctrl or Shift keys to Keybindings in the game. The issue is related to AltGr logic behaving unexpectedly - pressing Ctrl and Alt in different combinations triggers AltGr inconsistently, and AltGr itself triggers Ctrl plus Right Alt. The behavior is convoluted and makes it difficult to properly bind these modifier keys. The recommendation is to ignore the AltGr behavior for now. This affects players trying to customize their Keybindings with modifier keys.

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Right Shift key doesn't increase camera speed
To Do โ€ข Priority: Low โ€ข Fix: None

The right Shift key does not increase camera movement speed, while the left Shift key works as expected. This issue has been present across multiple builds. The player expects both Shift keys to function identically for increasing camera speed during navigation. Currently, only the left Shift key provides the speed boost functionality, making the right Shift key non-functional for this keybinding.

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Hotkeys are displayed as "^R" instead of "R"
To Do โ€ข Priority: Low โ€ข Fix: None

Keybindings are displayed incorrectly in the UI, showing characters like "^R" instead of "R" or "ยด" instead of "E" on German keyboards, and "`R" on Brazilian keyboards. The issue occurs when the game is initially launched with a non-English keyboard layout, but switching keyboard layouts during runtime does not reproduce the problem. The bug appears to be caused by the Unity input system's QueryKeyNameCommand returning wrong key names, possibly due to a race condition in the initial caching o...

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Rotate inverse with left shift doesn't work for belts
Done โ€ข Priority: Low โ€ข Fix: None โ€ข Resolution: Fix Verified

When attempting to rotate Conveyor Belts counter-clockwise during placement, using left shift+R does not work while right shift+R functions correctly. This behavior is inconsistent with all other Structures in the game, where both left shift+R and right shift+R properly rotate the Structure counter-clockwise. The expected behavior is that both shift keys should function identically for rotating Conveyor Belts, matching the behavior of other Structures.

rustic riverBOT
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โœ… This bug has been already fixed on internal builds and should be fixed with the next release. Should this bug not be fixed with the next build, as the reporter, you can use /reopen-bug to reopen it again. Alternatively you can report a new issue.