There seems to be a focus bug when using the key/Gamepad options when creating interactive components.
For example:
We create something simple like a checkbox with different options.
• Set a boolean to true using the “Click” to go to the “selected” variant
• Set a boolean to false using the “Click” to go to the “unSelected” variant
• Set Key/Gamepad using the “P” key to go to the “partialSelected” variant
• Set Key/Gamepad using the “D” key to go to the “disabled” variant
• Set Key/Gamepad using the “E” key to go to the “unSelected” variant
When we test several checkboxes in a prototype all the click interactions work independently as expected. And all other interactions (not used in this example) like hover, delay etc. also work independently as expected.
What does not work as expected is when we are in prototype mode when using more than one instance of the checkbox. Regardless of what checkbox I am on, when we use the key/gamepad by pressing the “D” key, the bottom most checkbox goes to the disabled variant rather than the one that I am interacting with. If I continue to press the “D” key on my keyboard it will switch each checkbox component instance one by one starting from the bottom going up.
Expected behavior, The key binding should only affect the component that I am interacting with and no others. This issue renders the ability to set key bindings as settings for interactive components useless unless we are only using one instance at a time.