1.2.0 #
Changed
Fixed
Added
Changed
- When exceptions occur in user code inside of Input System callbacks, the exception message is now printed first and details about the callback second.
- Previously a message similar to "Exception ... while executing '...' callbacks" was printed first and then followed by exception log. This was hiding the actual exception and created confusion.
Fixed
- Fixed a performance issue on entering/exiting playmode where HID device capabilities JSON could be parsed multiple times for a single device(case 1362733).
- Fixed a problem where explicitly switching to the already active control scheme and device set for PlayerInput would cancel event callbacks for no reason when the control scheme switch would have no practical effect. This fix detects and skips device unpairing and re-pairing if the switch is detected to not be a change to scheme or devices. (case 1342297)
- Any unhandled exception in
InputManager.OnUpdate
failing latter updates withInvalidOperationException: Already have an event buffer set! Was OnUpdate() called recursively?
. Instead the system will try to handle the exception and recover into a working state. - Fixed an issue that broke the
VirtualMouseInput
component in the editor (case 1367553). - Fixed a problem where only using runtimes that are not XR supported causes a compile error. This fix adds back in
ENABLE_VR
checks to prevent this case (case 1368300) - Fixed input action for Android gamepad's right stick will be correctly invoked when only y axis is changing (case 1308637).
- Generic gamepad short display button names were incorrectly mapped on Switch (
A
instead ofB
, etc). - Fixed an issue where resetting an action via
InputAction.Reset()
while being in disabled state would prevent the action from being enabled again. (case 1370732). - Fixed "Default constructor not found for type UnityEngine.InputSystem.iOS.LowLevel.iOSStepCounter" any other potential exceptions due to classes, methods, fields and properties being stripped when managed stripping setting set to medium or high (case 1368761).
- Fixed an issue where
InvalidOperationExceptions
are thrown if an input for an action with multiple interactions is held while disconnecting the device(case 1354098). - Fixed
action.ReadValue
and others returning invalid data when used fromFixedUpdate
or early update when running in play mode in the editor (case 1368559 case 1367556 case 1372830). - Fixed current being
null
for sensors (Accelerometer.current
, others) (case 1371204).
Added
- Added support for PS5 DualSense controllers on Mac and Windows.
- Improved the user experience when creating single vs multi-touch touchscreen bindings in the Input Action Asset editor by making both options visible in the input action dropdown menu. Now it's not neccessary to be aware of the touch*/press path binding syntax (case 1357664).
- Added support for the Unity Remote app.
- NOTE: This unfortunately requires a change in the Unity native runtime. We are in the process of rolling out the change to Unity versions. A public build that receives the change will automatically enable the functionality in the Input System package.