1.0.0-preview.2 #
Changed
Fixed
Added
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.