// 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 }