// Update is called once per frame
    void Update()
    {
//		keyUps.Clear ();
//		keyDowns.Clear ();

                #if UNITY_EDITOR_OSX
        if (!UseRealTimeInput)
        {
//			UnityEngine.Debug.Log("Here");
            foreach (StandardKeyCodes keyCode in trackedKeys)
            {
                KeyCode key = KeyConverter.ToUnityKey(keyCode);
                if (Input.GetKeyDown(key))
                {
                    long time = timeMaster.GetTime();
//					listener.onKeyDown(keyCode, time);
                    keyDowns[keyCode] = time;
                }
                if (Input.GetKeyUp(key))
                {
                    long time = timeMaster.GetTime();
//					listener.onKeyUp(keyCode, time);
                    keyUps [keyCode] = time;
                }
            }
        }
                #else
        foreach (StandardKeyCodes keyCode in trackedKeys)
        {
            KeyCode key = KeyConverter.ToUnityKey(keyCode);
            if (Input.GetKeyDown(key))
            {
                long time = timeMaster.GetTime();
                //					listener.onKeyDown(keyCode, time);
                keyDowns[keyCode] = time;
            }
            if (Input.GetKeyUp(key))
            {
                long time = timeMaster.GetTime();
                //					listener.onKeyUp(keyCode, time);
                keyUps [keyCode] = time;
            }
        }
                #endif
    }