Releases: needle-mirror/com.unity.inputsystem
Releases · needle-mirror/com.unity.inputsystem
1.1.0-preview.1
[1.1.0-preview.1] - 2020-08-20
The minimum version requirement for the Input System package has been moved up to 2019.4 LTS.
Changed
Actions
- Auto-generated C# files now have
<auto-generated>
headers so they get ignored by Rider code analysis. - Auto-generated C# classes are now
partial
so that they can be manually extended. - Deleting a composite binding with
action.ChangeBinding(0).Erase()
now also erases all the bindings that are part of the composite. - Trigger binding resolution from within action callbacks (e.g.
InputAction.performed
) will now defer resolution until after the callback has completed.- This fixes crashes such as case 1242406 where disabling
PlayerInput
from within an action callback led to an action's state being released while the action was still in a callback.
- This fixes crashes such as case 1242406 where disabling
Fixed
- Fixed input history on Android mono build by alligning memory of history records
- Fixed no input being processed when running a
[UnityTest]
over several frames. Before, this required callingInputSystem.Update
manually. - Fixed clicking on help page button in Unity inspector for Input System components not going to relevant manual pages.
- Fixed a bug that prevented DualShock controllers from working on tvOS. (case 1221223).
GravitySensor
,LinearAccelerationSensor
, andAttitudeSensor
not being initialized on iOS (case 1251382).- Fixed compilation issues with XR and VR references when building to platforms that do not have complete XR and VR implementations.
- Fixed possible
NullReferenceException
s on ARMs with controls that receive automatic memory offsets. - Fixed
TouchControl.tapCount
resetting to 0 when "Script Debugging" is enabled (case 1194636). - Fixed
Touch.activeTouches
not having aTouchPhase.Began
entry for touches that moved in the same frame that they began in (case 1230656). - Fixed sequential taps causing touches to get stuck in
Touch.activeTouches
. - Improved performance of
Touch.activeTouches
(most notably, a lot of time was spent in endlessly repetitive safety checks). - Fixed
EnhancedTouch
APIs not indicating that they need to be enabled withEnhancedTouchSupport.Enable()
.- The APIs now throw
InvalidOperationException
when used without being enabled.
- The APIs now throw
- Fixed memory corruption in
InputEventTrace.AllocateEvent
(case 1262496)- Manifested itself, for example, as crashes when using
InputActionTrace.SubscribeToAll
.
- Manifested itself, for example, as crashes when using
- AxisControls and Vector2Controls' X and Y subcontrols on XR devices now have a minimum range of -1 and a maximum range of 1. This means they can now properly respond to modifiers and interactions in the binding system.
Actions
- Fixed drag&drop reordering actions while having one control scheme selected causing bindings from other control schemes to be lost (case 122800).
- Fixed stack overflow in
PlayerInput.SwitchCurrentActionMap
when called from action callback (case 1232893). - Fixed control picker ending up empty when listing devices in "Supported Devices" (case 1254150).
Added
- Device layouts can now be "precompiled" for speed.
Keyboard
,Mouse
, andTouchscreen
are now included as precompiled layouts greatly reducing instantiation time and GC heap cost for these devices. ForTouchscreen
, this results in a >20x speed-up forInputSystem.AddDevice<Touchscreen>()
. - Added Pose Control layout. The Pose Control is used on XR Devices and wraps tracking state, position, rotation, and velocity information.
Actions
- Can now save binding overrides as JSON strings and restore them from such using the newly added
SaveBindingOverridesAsJson
andLoadBindingOverridesFromJson
extension methods.void SaveUserRebinds(PlayerInput player) { var rebinds = player.actions.SaveBindingOverridesAsJson(); PlayerPrefs.SetString("rebinds", rebinds); } void LoadUserRebinds(PlayerInput player) { var rebinds = PlayerPrefs.GetString("rebinds"); player.actions.LoadBindingOverridesFromJson(rebinds); }
1.0.0
1.0.0-preview.7
[1.0.0-preview.7] - 2020-04-17
Fixed
VirtualMouseInput
not moving the software cursor when set toHardwareCursorIsAvailable
but not having a hardware cursor ()- Can now override built-in Android gamepad layouts. Previously, the input system would always choose its default defaults even after registering more specific layouts using
InputSystem.RegisterLayout
. InputControlPath.TryGetControlLayout
no longer throwsNotImplementedException
for<Mouse>/scroll/x
and similar paths where the layout is modifying a control it inherited from its base layout (thread).- Fixed compilation errors when disabling built-in VR and XR modules. (case 1214248).
- Fixed compilation errors when disabling built-in Physics and Physics2D modules. (case 1191392).
- No longer throws
NotImplementedException
when matching against a field ofInputDeviceDescription.capabilities
when the value of the field used scientific notation. - No longer incorrectly matches fields of
InputDeviceDescription.capabilities
by prefix only (i.e. previously it would find the field "foo" when actually looking for "foobar"). - Input device debugger window slowing editor to a crawl when opened on PS4 DualShock controller.
InputUser.UnpairDevices()
corrupting user device list.
Actions
- Controls are now re-resolved after adding or removing bindings from actions (case 1218544).
- Can now have spaces and special characters in action names when using
PlayerInput
with theSendMessages
orBroadcastMessages
behavior. Previously, an incorrect method name was generated (fix contributed by BHSPitMonkey in #1022; case 1214519). - Adding a new action now sets
expectedControlType
toButton
as expected (case 1221015). - Player joins with
PlayerInputManager
from button presses no longer fail if there are multiple devices of the same type present and the join was not on the first gamepad (case 226920). PlayerInputEditor
no longer leads to the player'sInputActionAsset
mistakenly getting replaced with a clone when the inspector is open on aPlayerInput
component (case 1228636).- The control picker in the .inputactions editor will no longer incorrectly filter out layouts such as
Xbox One Gamepad (on XB1)
when using them in control schemes. Also, it will no longer filter out controls from base layouts (such asGamepad
) (case 1219415). RebindOperation
s will no longer pick controls right away that are already actuated above the magnitude threshold when the operation starts. Instead, these controls will have to change their actuation from their initial level such that they cross the magnitude threshold configured in the operation (case 1215784).- Newly added actions and action maps are now scrolled to when there are more items than fit into view. Previously newly added item was appended but outside of the visible area.
- Actions and bindings in the
.inputactions
editor are no longer force-expanded on every domain reload and whenever a new action or binding is added. - The importer for
.inputactions
assets will now check out from version control the generated .cs file when overwriting it – which only happens if the contents differ (case 1222972). - The editor for
.inputactions
assets will now check out from version control the asset before saving it. - Drag-reordering action maps no longer throws "Should have drop target" asserts in the console (case 1229146).
- Drag-reordering actions no longer changes action IDs of some of the existing actions (case 1231233).
- References to
InputActionReference
objects created by the importer for.inputactions
files are no longer broken when the action referenced by the object is renamed (case 1229145).- NOTE: This fix does not apply to existing
InputActionReference
instances. The problem was inherent in the internal file IDs generated for actions – which were affected by action and map names. Thus, changing the name of an action or map would change the resulting file ID of theInputActionReference
.
However, changing file IDs will break any existing reference to the object. Thus we had to preserve the existingInputActionReference
objects under their original file ID. We hide them in the Project Browser, however. The ones that are visible now have the new, fixed file IDs.
To switch existingInputActionReference
properties to the new file IDs, simply replace them with the newly createdInputActionReference
.
- NOTE: This fix does not apply to existing
Changed
InputDevice.all
has been deprecated due to the confusion it creates with other getters likeGamepad.all
. UseInputSystem.devices
instead (case 1231216).- In the same vein, we added a new
Joystick.all
getter that works the same asGamepad.all
.
- In the same vein, we added a new
- Changed UI Package to be optional dependency. Removing the package will now disable all UI relevant Input code.
1.0.0-preview.6
[1.0.0-preview.6] - 2020-03-06
Changed
InputSystemUIInputModule.trackedDeviceSelect
has been removed. UseInputSystemUIInputModule.leftClick
instead.InputSystemUIInputModule.repeatDelay
has been renamed tomoveRepeatDelay
andrepeatRate
has been renamed tomoveRepeatRate
.
Fixed
- Fixed CS0109 warning being generated during player build due to use of
new
with thePlayerInput.camera property
(case 1174688). - Fixed a number of issues in
InputSystemUIInputModule
.- Fixed GC heap garbage when click-dragging.
- Fixed number of pointer states growing indefinitely if OS did not reuse touch IDs.
- Fixed
lastPress
onPointerEventData
getting lost. - Fixed button press-and-release happening in same frame resulting in no UI input.
- Fixed clicks initiated from non-pointer devices resulting in pointer inputs with
(0,0)
positions. - Fixed huge screen deltas on pointer events from tracked devices.
- Fixed touch input not sending pointer exit events (case 1213550).
- Fixed
TrackedDeviceRaycaster
not settingscreenPosition
inRaycastResult
.
Actions
- Mixing the enabling&disabling of single actions (as, for example, performed by
InputSystemUIInputModule
) with enabling&disabling of entire action maps (as, for example, performed byPlayerInput
) no longer leaves to unresponsive input and"should not reach here"
assertions (forum thread). - Leaving play mode no longer leaves state change monitors lingering around from enabled actions.
- Enabling action maps with bindings that do not refer to an existing action in the map no longer leads to asserts and exceptions when input on the bindings is received (case 1213085).
PressInteraction
no longer misses the next button press if it gets reset from within theperformed
callback (case 1205285).InputBinding.DisplayStringOptions.DontIncludeInteractions
is now properly respected.- Reading the value of a composite binding no longer causes processors from the last active part binding to be applied rather than the processors of the composite itself, if any (case 1207082).
- Fixed
InputSystem.onActionChange
getting invoked too many times on binding changes.
Added
InputSystemUIInputModule
now sends pointer events using a newExtendedPointerEventData
instead of using the basePointerEventData
class. This surfaces additional input data in pointer events.- Added
InputSystemUIInputModule.pointerBehavior
to allow dictating how the UI will resolve concurrent input from multiple pointers.
Actions
- Added
InputAction.CallbackContext.ReadValueAsButton
.
1.0.0-preview.5
[1.0.0-preview.5] - 2020-02-14
Changed
- We've changed the rules that govern how action phases have to progress:
- This is a breaking change!
- The primary effect is additional callbacks getting triggered.
- Before:
- There were no enforced rules about how an action would go through
InputAction.started
,InputAction.performed
, andInputAction.canceled
. Which of the callbacks were triggered and in what order depended on a number of factors, the biggest influencer of which were the different interactions that could be applied to actions (likePress
orHold
). - This made for unpredictable and frequently surprising results. In addition, it led to bugs where, for example, adding a
Press
interaction to theClick
action ofInputSystemUIInputModule
would cause the click state to get stuck because the click action would never cancel.
- There were no enforced rules about how an action would go through
- Now:
- The system will now always trigger
InputAction.started
first. If this is not done explicitly, it happens implicitly. - Likewise, the system will now always trigger
InputAction.canceled
before going back to waiting state. Like withInputAction.started
, if this isn't done explicitly, it will happen implicitly. This implies thatInputAction.canceled
no longer signifies an action getting aborted because it stopped after it started but before it performed. It now simply means "the action has ended" whether it actually got performed or not. - In-between
InputAction.started
andInputAction.canceled
,InputAction.performed
may be triggered arbitrary many times (including not at all).
- The system will now always trigger
- While late in the cycle for 1.0, we've opted to make this change now in order to fix a range of bugs and problems we've observed that people encountered because of the previous behavior of the system.
- This is a breaking change!
- Related to the change above, the behavior of
PressInteraction
has been tweaked and now is the following:Press Only
: Starts and immediately performs when pressed, then stays performed and cancels when button is released.Release Only
: Starts when button is pressed and then performs and immediately cancels when the button is released.Press And Release
: Starts and immediately performs when button is pressed, then stays performed and performs again and immediately cancels when button is released.
Vector2Composite
now has amode
parameter which can be used to choose betweenDigitalNormalized
(the default),Digital
(same asDigitalNormalized
but does not normalize the resulting vector), andAnalog
(uses float input values as is).Vector2Composite.normalize
has been deprecated. Note that it will not work together withAnalog
. The parameter will be removed in the future.
Fixed
- XR controllers and HMDs have proper display names in the UI again. This regressed in preview.4 such that all XR controllers were displayed as just "XR Controller" in the UI and all HMDs were displayed as "XR HMD".
InputSystemUIInputModule
no longer generates GC heap garbage every time mouse events are processed.- Fixed a bug where an internal array helper method was corrupting array contents leading to bugs in both
InputUser
andTouch
. - Fixed exception when saving changes to an Input Action asset and the parent directory has been renamed. (case 1207527)
Actions
- The regression in 1.0.0-preview.4 of
PlayerInputManager
not joining players correctly if a scheme has more than one device requirement has been fixed.- This most notably manifested itself with keyboard+mouse control schemes.
PlayerInputManager
will no longer join players when control schemes are used and none of the schemes produces a successful match based on the devices available for the join.- When no action map is selected in action editor, plus icon to add an action is now disabled; formerly threw an exception when clicked (case 1199562).
- Removing a callback from actions from the callback itself no longer throws
ArgumentOutOfRangeException
(case 1192972). - "Invalid user"
ArgumentException
when turning the samePlayerInput
on and off (case 1198889). - The list of device requirements for a control scheme in the action editor no longer displays devices with their internal layout name rather than their external display name.
StackOverflowException
whenInvoke Unity Events
is selected inPlayerInput
and it cannot find an action (#1033).HoldInteraction
now stays performed after timer has expired and cancels only on release of the control (case 1195498).- Foldouts in the various action UIs now properly toggle their expansion state when clicked in Unity 2019.3+ (case 1213781).
Added
- We've added a new
Simple Multiplayer
sample which demonstrates a simple, bare-bones local multiplayer setup. - We've also added a
Gamepad Mouse Cursor
sample that shows how to drive a UI mouse cursor using the gamepad.- The sample contains a reusable
VirtualMouseInput
component that does most of the work.
- The sample contains a reusable
- Added a
Deselect On Background Click
option toInputSystemUIInputModule
. This allows toggling the behavior off where clicking the mouse and not hitting aGameObject
will automatically clear the current selection -- which will break keyboard and gamepad navigation.
1.0.0-preview.4
[1.0.0-preview.4] - 2020-01-24
This release includes a number of Quality-of-Life improvements for a range of common problems that users have reported.
Added
- To aid in debugging issues, we've extended the system's event tracing and replay functionality to allow persisting and replaying arbitrary input event streams.
InputEventTrace
now has APIs to persist the events to disk and to load them back in from previously persisted event streams. The same API can be used to persist in arbitrary C#Stream
instances, not just in file streams.// Write. myTrace.WriteTo("file.inputtrace"); // Read. InputEventTrace.LoadFrom("file.inputtrace");
InputEventTrace
now has built-in replay functionality.myTrace.Replay().PlayAllFramesOneByOne();
- The event trace in device windows of the Input Debugger has been extended with controls to save and load traces.
- We've added a new
InputRecording
sample which has a reusableMonoBehaviour
component that can be used to capture and replay device activity. Keyboard
now has aFindKeyOnCurrentKeyboardLayout
method to look up key controls by their display names.- Keyboards now have synthetic controls that combine left and right variants of modifier keys.
- This means that you can bind to just "shift" now, for example, instead of having to bind to both "left shift" and "right shift".
new InputAction(binding: "<Keyboard>/shift");
- The controls are also available as properties on
Keyboard
.if (Keyboard.current.shiftKey.isPressed) /* ... */; // Is equivalent to: if (Keyboard.current.leftShiftKey.isPressed || Keyboard.current.rightShiftKey.isPressed) /* ... */;
- This means that you can bind to just "shift" now, for example, instead of having to bind to both "left shift" and "right shift".
PlayerInput.active
has been renamed toPlayerInput.inputIsActive
to avoid ambiguities withGameObject
activation.
Actions
PlayerInput
now has a newControls Changed
event/message which is triggered when the control setup of the player changes (e.g. when switching control schemes).public void OnControlsChanged() { // Update UI display hints, for example... }
- We've added APIs to simplify turning bindings into strings suitable for display in UIs.
// Takes things such as currently bound controls and active binding masks into account // and can handle composites. action.GetBindingDisplayString();
- Related to this, custom binding composites can now be annotated with the new
DisplayStringFormat
attribute to control how composites as a whole are turned into display strings.[DisplayStringFormat("{button}+{stick}")] public class MyComposite : InputBindingComposite<Vector2> { [InputControl(layout = "Button")] public int button; [InputControl(layout = "Stick")] public int stick; }
- Related to this, custom binding composites can now be annotated with the new
InputActionRebindingExtension.RebindingOperation
has a new configuration methodWithMatchingEventsBeingSuppressed
which allows suitable input events to automatically be swallowed while a rebind is ongoing. This greatly helps with not having something else respond to input while a rebind is in progress.- We've added two new samples:
- Rebinding UI: Demonstrates how to create a rebinding screen using the Input System's APIs. The sample also includes a reusable prefab you can use directly in your projects to quickly put rebinding screens together.
- In-Game Hints: Demonstrates how to show context-sensitive help that respects the current control scheme.
Changed
- The logic for resetting devices on focus loss has changed somewhat:
- When focus is lost, all devices are forcibly reset to their default state. As before, a
RequestResetCommand
for each device is also sent to the backend but regardless of whether the device responds or not, the input state for the device will be overwritten to default. - Noisy controls are exempted from resets. The assumption here is that noisy controls most often represent sensor readings of some kind (e.g. tracking data) and snapping the values back to their default will usually
- If
Application.runInBackground
istrue
, all devices that returntrue
fromInputDevice.canRunInBackground
are exempted from resets entirely. This, for example, allows XR devices to continue running regardless of focus change. - This fixes problems such as keyboard keys getting stuck when alt-tabbing between applications (case 1206199).
- When focus is lost, all devices are forcibly reset to their default state. As before, a
InputControlExtensions.GetStatePtrFromStateEvent
no longer throwsInvalidOperationException
when the state format for the event does not match that of the device. It simply returnsnull
instead (same as when control is found in the event's state).InputEventTrace
instances are no longer disposed automatically from their finalizer but MUST be disposed of explicitly usingDispose()
.- This is to allow event traces to survive domain reloads. If they are disposed of automatically during finalizers, even if they survive the reload, the next GC will cause traces to be deallocated.
Actions
InputActionRebindingExtensions.PerformInteractiveRebinding
has been greatly enhanced to apply a wide range of default configurations to the rebind. This greatly reduces the need to manually configure the resulting rebind.// Start a rebind with the default configuration. myAction.PerformInteractiveRebinding().Start();
- Pointer position input will be ignored by default.
- If not a suitable binding target itself,
<Keyboard>/escape
will automatically be made to quit the rebind. - Events with control input not explicitly matching exclusions will now get suppressed. This prevents input actions from getting triggered while a rebind is in progress.
- The expected control type is automatically adjusted if a part binding of a composite is targeted by the rebind (e.g. if the action expects a
Vector2
but the part binding expects aButton
, the rebind switches automatically toButton
). - If the targeted binding is part of a control scheme, controls will automatically be restricted to match the device requirements of the control scheme. For example, if the binding belongs to a "Keyboard&Mouse" scheme that has
<Keyboard>
and a<Mouse>
requirement, the rebind will ignore input on gamepads. - As before, you can always create a
RebindingOperation
from scratch yourself or wipe/alter the configuration returned byPerformInteractiveRebinding
however you see fit.
- Control schemes can now handle ambiguity.
- This means that, for example, you can now have one control scheme for generic gamepads and another control scheme specifically for PS4 controllers and the system will reliably pick the PS4 scheme when a PS4 controller is used and fall back to the generic gamepad scheme otherwise.
- While this is exposed as a new
score
property onInputControlScheme.MatchResult
, no code changes are necessary to take advantage of this feature.
Fixed
InputUser
in combination with touchscreens no longer throwsInvalidOperationException
complaining about incorrect state format.
- In a related change,
InputControlExtensions.GetStatePtrFromStateEvent
now works with touch events, too.
- Input that occurs in-between pressing the play button and the game starting no longer leaks into the game (case 1191342).
- This usually manifested itself as large accumulated mouse deltas leading to such effects as the camera immediately jerking around on game start.
- Removing a device no longer has the potential of corrupting state change monitors (and thus actions getting triggered) from other devices.
- This bug led to input being missed on a device once another device had been removed.
TrackedDevice
layout is no longer incorrectly registered asTracked Device
.- Event traces in the input debugger are no longer lost on domain reloads.
IndexOutOfRangeException
being thrown when looking up controls on XR devices.
Actions
- Clicking the "Replace with InputSystemUIInputModule" button in the inspector when looking at
StandaloneInputModule
, the resulting operation is now undoable and will properly dirty the scene.
1.0.0-preview.3
[1.0.0-preview.3] - 2019-11-14
Fixed
- Fixed wrong event handlers getting removed when having three or more handlers on an event (case 1196143).
- This was an bug in an internal data structure that impacted a number of code paths that were using the data structure.
- Fixed
LayoutNotFoundException
being thrown whenInputControlPath.ToHumanReadableString
referenced a layout that could not be found.
1.0.0-preview.2
[1.0.0-preview.2] - 2019-11-4
Changed
- Automatic conversion of window coordinates in
EditorWindow
code is now performed regardless of focus or the setting ofLock Input to Game View
in the input debugger.
Fixed
- Fixed touch taps triggering when they shouldn't on Android.
- Fixed custom devices registered from
[InitializeOnLoad]
code being lost on domain reload (case 1192379).- This happened when there were multiple pieces of
[InitializeOnLoad]
code that accessed the input system in the project and theRegisterLayout
for the custom device happened to not be the first in sequence.
- This happened when there were multiple pieces of
- OpenVR touchpad controls (
touchpadClicked
&touchpadPressed
) now report accurate data.
Actions
- Fixed missing keyboard bindings in
DefaultInputActions.inputactions
for navigation in UI. - Fixed using C# reserved names in .inputactions assets leading to compile errors in generated C# classes (case 1189861).
- Assigning a new
InputActionAsset
to aInputSystemUIInputModule
will no longer look up action names globally but rather only look for actions that are located in action maps with the same name.- Previously, if you e.g. switched from one asset where the
point
action was bound toUI/Point
to an asset that had noUI
action map but did have an action calledPoint
somewhere else, it would erroneously pick the most likely unrelatedPoint
action for use by the UI.
- Previously, if you e.g. switched from one asset where the
- Fixed missing custom editors for
AxisDeadzoneProcessor
andStickDeadzoneProcessor
that linkmin
andmax
values to input settings. - Fixed actions ending up being disabled if switching to a control scheme that has no binding for the action (case 1187377).
- Fixed part of composite not being bound leading to subsequent part bindings not being functional (case 1189867).
- Fixed
PlayerInput
not pairing devices added after it was enabled when not having control schemes.- This problem would also show in the
SimpleDemo
sample when having theCustomDeviceUsages
sample installed as well. Gamepads would not get picked up in that case.
- This problem would also show in the
- Fixed
ArgumentNullException
when adding a device and a binding in an action map had an empty path (case 1187163). - Fixed bindings that are not associated with any control scheme not getting enabled with other control schemes as they should.
Added
- Added a new
EditorWindow Demo
sample that illustrates how to use the input system in editor UI code.
1.0.0-preview.1
[1.0.0-preview.1] - 2019-10-11
Changed
- Generated action wrappers now won't
Destroy
the generated Asset in a finalizer, but instead implementIDisposable
. - 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 forInputSystemUIInputModule
. - 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.
- In
- 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 forKeyboard
. - 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 inPlayerInput
not triggeringPlayerInput.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.
1.0.0-preview
[1.0.0-preview] - 2019-9-20
Fixed
-Will now close Input Action Asset Editor windows from previous sessions when the corresponding action was deleted.
- Fixed an issue where Stick Controls could not be created in Players built with medium or high code stripping level enabled.
- Fixed incorrect default state for axes on some controllers.
Actions
- Fixed
CallbackContext.ReadValue
throwing when invoked during device removal