InputSystem Changelog

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1.0.0-preview.2 #

04 Nov 2019

Changed
Fixed
Added

Changed

  • Automatic conversion of window coordinates in EditorWindow code is now performed regardless of focus or the setting of Lock 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 the RegisterLayout for the custom device happened to not be the first in sequence.
  • 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 a InputSystemUIInputModule 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 to UI/Point to an asset that had no UI action map but did have an action called Point somewhere else, it would erroneously pick the most likely unrelated Point action for use by the UI.
  • Fixed missing custom editors for AxisDeadzoneProcessor and StickDeadzoneProcessor that link min and max 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 the CustomDeviceUsages sample installed as well. Gamepads would not get picked up in that case.
  • 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.