also, I found the following code snippet for W,A,S,D in case its a Mojang Problem (https://developer.apple.com/videos/play/wwdc2020/10617/)(5:18 - Polling keyboard state)
func pollInput() {
if let keyboard = GCKeyboardDevice.coalesced?.keyboardInput
{ if (keyboard.button(forKeyCode: .keyW)?.isPressed ?? false)
{ /* move forward code */ }
if (keyboard.button(forKeyCode: .keyA)?.isPressed ?? false) { /* move left code */ }
if (keyboard.button(forKeyCode: .keyS)?.isPressed ?? false) { /* move backward code */ }
if (keyboard.button(forKeyCode: .keyD)?.isPressed ?? false) { /* move right code */ }
}
}
I think I might know the reason of why we are not able to use KnM on iOS and iPadOS devices. Recently, I was scrolling through the Roblox Dev Forums, and I found this post - https://devforum.roblox.com/t/native-keyboard-support-for-ipad/265045/13, this may be the real reason as to why KnM dosnt work on iOS or iPadOS
[media]@Kalani, which mc versions r those? I use iPadOS Beta 16.5 and mcbe preview 1.20.22 still can’t get the controls going 😞
An update for ipad pro users (with ZOOK finger pad)
The mouse works just fine. One and two finger taps register as break and place. I don't have to click and hold to look around. Also the three finger tap acts like the middle mouse button so i can copy blocks/stuff with nbt data.
The keyboard just doesn’t work. Minecraft registers it as a keyboard, but it doesn’t registers the key pressing. The chat sill works fine (just the TAB button fails for some reason).
Also the “PAUSE MENU” cannot be accessed via the keyboard. It unlocks the mouse and we can move it around freely now we need to reopen/ restart mcpe to fix this
Thats it.
Hopefully this bug gets fixed in the 1.19.60 or 1.20 update
This one bug had been bugging me for the past month