1.0.0-preview.6 #
Changed
Fixed
Added
Changed
InputSystemUIInputModule.trackedDeviceSelect
has been removed. UseInputSystemUIInputModule.leftClick
instead.InputSystemUIInputModule.repeatDelay
has been renamed tomoveRepeatDelay
andrepeatRate
has been renamed tomoveRepeatRate
.
Fixed
- Fixed CS0109 warning being generated during player build due to use of
new
with thePlayerInput.camera property
(case 1174688). - Fixed a number of issues in
InputSystemUIInputModule
.- Fixed GC heap garbage when click-dragging.
- Fixed number of pointer states growing indefinitely if OS did not reuse touch IDs.
- Fixed
lastPress
onPointerEventData
getting lost. - Fixed button press-and-release happening in same frame resulting in no UI input.
- Fixed clicks initiated from non-pointer devices resulting in pointer inputs with
(0,0)
positions. - Fixed huge screen deltas on pointer events from tracked devices.
- Fixed touch input not sending pointer exit events (case 1213550).
- Fixed
TrackedDeviceRaycaster
not settingscreenPosition
inRaycastResult
.
Actions
- Mixing the enabling&disabling of single actions (as, for example, performed by
InputSystemUIInputModule
) with enabling&disabling of entire action maps (as, for example, performed byPlayerInput
) no longer leaves to unresponsive input and"should not reach here"
assertions (forum thread). - Leaving play mode no longer leaves state change monitors lingering around from enabled actions.
- Enabling action maps with bindings that do not refer to an existing action in the map no longer leads to asserts and exceptions when input on the bindings is received (case 1213085).
PressInteraction
no longer misses the next button press if it gets reset from within theperformed
callback (case 1205285).InputBinding.DisplayStringOptions.DontIncludeInteractions
is now properly respected.- Reading the value of a composite binding no longer causes processors from the last active part binding to be applied rather than the processors of the composite itself, if any (case 1207082).
- Fixed
InputSystem.onActionChange
getting invoked too many times on binding changes.
Added
InputSystemUIInputModule
now sends pointer events using a newExtendedPointerEventData
instead of using the basePointerEventData
class. This surfaces additional input data in pointer events.- Added
InputSystemUIInputModule.pointerBehavior
to allow dictating how the UI will resolve concurrent input from multiple pointers.
Actions
- Added
InputAction.CallbackContext.ReadValueAsButton
.