0.2.10-preview #
Added
Changed
Fixed
Added
- Added a
MultiplayerEventSystem
class, which allows you use multiple UI event systems to control different parts of the UI by different players. InputSystemUIInputModule
now lets you specify anInputActionAsset
in theactionsAsset
property. If this is set, the inspector will populate all actions from this asset. If you have aPlayerInput
component on the same game object, referencing the sameInputActionAsset
, thePlayerInput
component will keep the actions on theInputSystemUIInputModule
in synch, allowing easy setup of multiplayer UI systems.
Changed
-
StickControl.x
andStickControl.y
are now deadzoned, i.e. haveAxisDeadzone
processors on them. This affects all gamepads and joysticks.- NOTE: The deadzoning is independent of the stick. Whereas the stack has a radial deadzones,
x
andy
have linear deadzones. This means thatleftStick.ReadValue().x
is not necessary equal toleftStick.x.ReadValue()
. - This change also fixes the problem of noise from sticks not getting filtered out and causing devices such as the PS4 controller to constantly make itself
Gamepad.current
.
- NOTE: The deadzoning is independent of the stick. Whereas the stack has a radial deadzones,
-
Redesigned
UIActionInputModule
- Added a button in the inspector to automatically assign actions from an input action asset based on commonly used action names.
- Will now populate actions with useful defaults.
- Removed
clickSpeed
property - will use native click counts from the OS where available instead. - Removed
sendEventsWhenInBackground
property. - Hiding
Touches
andTrackedDevices
until we decide how to handle them. - Remove
moveDeadzone
property as it is made redundant by the action's dead zone. - Removed
UIActionInputModuleEnabler
component,UIActionInputModule
will now enable itself.
- Changed default button press point to 0.5.
- Changed all constants in public API to match Unity naming conventions ("Constant" instead of "kConstant").
- Changed namespace from
UnityEngine.Experimental.Input
toUnityEngine.InputSystem
. - Generated wrapper code now has nicer formatting.
- Renamed
UIActionInputModule
toInputSystemUIInputModule
. - Nicer icons for
InputActionAssets
andInputActions
and forButton
and generic controls. - Change all public API using
IntPtr
to use unsafe pointer types instead. PlayerInput
will no longer disable any actions not in the currently active action map when disabling input or switching action maps.- Change some public fields into properties.
- Input System project settings are now called "Input System Package" in the project window instead of "Input (NEW)".
- Removed
Plugins
from all namespaces. - Rename "Cancelled" -> "Canceled" (US spelling) in all APIs.
Fixed
- Adding devices to "Supported Devices" in input preferences not allowing to select certain device types (like "Gamepad").
- Fixed scrolling in
UIActionInputModule
. - Fixed compiling the input system package in Unity 19.2 with ugui being moved to a package now.
- In the Input System project settings window, you can no longer add a supported device twice.
Actions
- Custom inspector for
PlayerInput
no longer adds duplicates of action events ifInvoke Unity Events
notification behavior is selected. - Fixed
Hold
interactions firing immediately before the duration has passed. - Fixed editing bindings or processors for
InputAction
fields in the inspector (Changes wouldn't persist before). - Fixed exception message when calling
CallbackContext.ReadValue<TValue>()
for an action with a composite binding withTValue
not matching the composite's value type.
Added
Actions
PlayerInput
can now handle.inputactions
assets that have no control schemes.- Will pair all devices mentioned by any of the bindings except if already paired to another player.