1.1.0 #
Changed
Fixed
Changed
- Modified the fix that landed in
1.1-preview.3
for any given control being added to an action only once.- This caused a regression with some setups that, for example, bound the same control multiple times in a composite using processors to alter the value of the control.
- Internally, a control is now again allowed to feed into the same action through more than one binding.
- However, externally the control will be mentioned on the action's
InputAction.controls
list only once.
- Adding
InputSystemUIInputModule
from code now installsDefaultInputActions
. This is equivalent to the default setup when adding the component in the editor (case 1259306).var go = new GameObject(); go.AddComponent<EventSystem>(); var uiModule = go.AddComponent<InputSystemUIInputModule>(); // uiModule.actionsAsset now has a DefaultInputActions() asset assigned to it and the various // action references point to its actions.
InputSystemUIInputModule.UnassignActions
has been added to remove all actions from the module en bloc.
uiModule.UnassignActions();
Fixed
- Fixed an issue where mixing test cases based on
InputTestFixture
(using mockedInputSystem
) and regular test cases (using realInputSystem
) would lead to static state leaking between test cases causing random failures and unexpected/undefined behavior (case 1329015). - Fixed
InputSystemUIInputModule.AssignDefaultActions
not assigningtrackedDeviceOrientation
andtrackedDevicePosition
. - Fixed regression introduced by previous change where
InputSystemUIInputModule
would not disable actions correctly. - Fixed
InputAction.canceled
not getting triggered reliably forInputActionType.PassThrough
actions whenInputSystem.ResetDevice
was called. - Fixed device resets (e.g. happening as part of focus changes) leading to only some actions bound to these devices getting cancelled instead of all of them.