0.9.3-preview #
Fixed
Changed
Added
Fixed
XInputController
andXboxOneGamepad
no longer have two extraneous, non-functional "menu" and "view" buttons.- Fixed
InputUser.onUnpairedDeviceUser
ignoring input on controls that do not supportEvaluateMagnitude
.- This led to situations, for example, where
PlayerInput
would not initialize a control scheme switch from a<Mouse>/delta
binding as the delta X and Y axes do not have min&max limits and thus return -1 fromEvaluateMagnitude
.
- This led to situations, for example, where
- Fixed available processor list not updated right away when changing the action type in the Input Action editor window.
Actions
NullReferenceException
when the input debugger is open with actions being enabled.- When selecting a device to add to a control scheme, can now select devices with specific usages, too (e.g. "LeftHand" XRController).
Changed
- Removed
timesliceEvents
setting - and made this tied to the update mode instead. We now always time slice when using fixed updates, and not when using dynamic updates. - When adding a composite, only ones compatible with the value type of the current action are shown. This will, for example, no longer display a
2D Vector
composite as an option on a floating-point button action. - The
InputState.onChange
callback now receives a second argument which is the event (if any) that triggered the state change on the device.
Added
InputSystemUIInputModule
can now track multiple pointing devices separately, to allow multi-touch input - required to allow control of multiple On-Scree controls at the same time with different fingers.- Two new composite bindings have been added.
ButtonWithOneModifier
can be used to represent shortcut-like bindings such as "CTRL+1".ButtonWithTwoModifiers
can be used to represent shortcut-like bindings such as "CTRL+SHIFT+1".