InputSystem Changelog

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0.9.3-preview #

15 Aug 2019

Fixed
Changed
Added

Fixed

  • XInputController and XboxOneGamepad no longer have two extraneous, non-functional "menu" and "view" buttons.
  • Fixed InputUser.onUnpairedDeviceUser ignoring input on controls that do not support EvaluateMagnitude.
    • 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 from EvaluateMagnitude.
  • 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".