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## [1.0.0-preview.1] - 2019-10-11 ### Changed - Generated action wrappers now won't `Destroy` the generated Asset in a finalizer, but instead implement `IDisposable`. - Added back XR layouts (except for Magic Leap) that were removed for `1.0-preview`. * We removed these layouts under the assumption that they would almost concurrently become available in the respective device-specific XR packages. However, this did not work out as expected and the gap here turned out to be more than what we anticipated. * To deal with this gap, we have moved the bulk of the XR layouts back and will transition things gradually as support in device-specific packages becomes publicly available. ### Fixed - Fixed a bug where the Input Settings Window might throw exceptions after assembly reload. - Correctly implemented `IsPointerOverGameObject` method for `InputSystemUIInputModule`. - Several bugs with layout overrides registered with (`InputSystem.RegisterLayoutOverrides`). * In `1.0-preview`, layout overrides could lead to corruption of the layout state and would also not be handled correctly by the various editor UIs. - Selecting a layout in the input debugger no longer selects its first child item, too. - Fixed XR devices reporting noise as valid user input (should fix problem of control schemes involving VR devices always activating when using `PlayerInput`). - Fixed tap/swipe gesture detection in touch samples. ### Actions - Fixed a bug where multiple composite bindings for the same controls but on different action maps would throw exceptions. - Fixed `anyKey` not appearing in control picker for `Keyboard`. - The text on the "Listen" button is no longer clipped off on 2019.3. - Controls bound to actions through composites no longer show up as duplicates in the input debugger. - Fixed "Create Actions..." on `PlayerInput` creating an asset with an incorrect binding for taps on Touchscreens. \ __NOTE: If you have already created an .inputactions asset with this mechanism, update "tap [Touchscreen]" to "Primary Touch/Tap" to fix the problem manually.__ - Fixed `Invoke CSharp Events` when selected in `PlayerInput` not triggering `PlayerInput.onActionTriggered`. - Fixed duplicating multiple items at the same time in the action editor duplicating them repeatedly. ### Added - Will now recognize Xbox One and PS4 controllers connected to iOS devices correctly as Xbox One and PS4 controllers. - Added a new sample called "Custom Device Usages" that shows how to use a layout override on `Gamepad` to allow distinguishing two gamepads in bindings based on which player the gamepad is assigned to. - Added abstract `TrackedDevice` input device class as the basis for various kinds of tracked devices.
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Original file line number | Diff line number | Diff line change |
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using UnityEngine.InputSystem.Controls; | ||
using UnityEngine.InputSystem.Layouts; | ||
using UnityEngine.Scripting; | ||
|
||
namespace UnityEngine.InputSystem | ||
{ | ||
/// <summary> | ||
/// An input device that has its orientation and position in space tracked. | ||
/// </summary> | ||
[InputControlLayout(displayName = "Tracked Device", isGenericTypeOfDevice = true)] | ||
[Preserve] | ||
public class TrackedDevice : InputDevice | ||
{ | ||
[InputControl(noisy = true)] | ||
[Preserve] | ||
public IntegerControl trackingState { get; private set; } | ||
[InputControl(noisy = true)] | ||
[Preserve] | ||
public ButtonControl isTracked { get; private set; } | ||
[InputControl(noisy = true)] | ||
[Preserve] | ||
public Vector3Control devicePosition { get; private set; } | ||
[InputControl(noisy = true)] | ||
[Preserve] | ||
public QuaternionControl deviceRotation { get; private set; } | ||
|
||
protected override void FinishSetup() | ||
{ | ||
base.FinishSetup(); | ||
|
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trackingState = GetChildControl<IntegerControl>("trackingState"); | ||
isTracked = GetChildControl<ButtonControl>("isTracked"); | ||
devicePosition = GetChildControl<Vector3Control>("devicePosition"); | ||
deviceRotation = GetChildControl<QuaternionControl>("deviceRotation"); | ||
} | ||
} | ||
} |
2 changes: 1 addition & 1 deletion
2
...Tester/Scripts/Input/DualShockISX.cs.meta → InputSystem/Devices/TrackedDevice.cs.meta
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