InputSystem Changelog

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1.9.0 #

15 Jul 2024

Changed
Fixed
Added

Changed

  • Added warning messages to both OnScreenStick and OnScreenButton Inspector editors that would display a warning message in case on-screen control components are added to a GameObject not part of a valid UI hierarchy.
  • Changed behavior for internal feature flag relating to Windows Gaming Input to be ignored on non-supported platforms.
  • Changed DualSenseHIDInputReport from internal to public visibility
  • Added Input Setting option allowing to keep platform-specific scroll wheel input values instead of automatically converting them to a normalized range.

Fixed

  • Avoid potential crashes from NullReferenceException in FireStateChangeNotifications.
  • Fixed cases where wasPressedThisFrame would not return true if a press and release happened within the same frame before being queried (and vice versa for wasReleasedThisFrame).
  • Fixed an issue where a composite binding would not be consecutively triggered after ResetDevice() has been called from the associated action handler ISXB-746.
  • Fixed resource designation for "d_InputControl" icon to address CI failure.
  • Fixed an issue where a composite binding would not be consecutively triggered after disabling actions while there are action modifiers in progress ISXB-505.
  • Fixed prefabs and missing default control scheme used by PlayerInput component are now correctly shown in the inspector ISXB-818.
  • Fixed error thrown when Cancelling Control Scheme creation in Input Actions Editor.
  • Fixed Scheme Name in Control Scheme editor menu that gets reset when editing devices ISXB-763.
  • Fixed an issue where InputActionAsset.FindAction(string, bool) would throw System.NullReferenceException instead of returning null if searching for a non-existent action with an explicit action path and using throwIfNotFound: false, e.g. searching for "Map/Action" when InputActionMap "Map" exists but no InputAction named "Action" exists within that map ISXB-895.
  • Fixed scroll speed being slower when using InputSystemUIInputModule instead of StandaloneInputModule. (https://jira.unity3d.com/browse/ISXB-771)
  • Fixed an issue where adding a OnScreenButton or OnScreenStick to a regular GameObject would lead to exception in editor.
  • Fixed an issue where adding a OnScreenStick to a regular GameObject and entering play-mode would lead to exceptions being generated.
  • Fixed InputActionReference issues when domain reloads are disabled ISXB-601, ISXB-718, ISXB-900
  • Fixed a performance issue with many objects using multiple action maps ISXB-573.
  • Fixed an variable scope shadowing issue causing compilation to fail on Unity 2019 LTS.
  • Fixed an issue where changing InputSettings instance would not affect associated feature flags.
  • Submit and Cancel UI actions will now respect configured interactions. ISXB-841.
  • Fixed the UI generation of enum fields when editing interactions of action properties. The new selected value was lost when saving.
  • Fixed the UI generation of custom interactions of action properties when it rely on OnGUI callback. ISXB-886.
  • Fixed deletion of last composite part raising an exception. ISXB-804
  • Fixed an issue related to Visualizers sample where exceptions would be thrown by InputActionVisualizer and InputControlVisualizer when entering play-mode if added as components to a new GameObject.
  • Fixed an issue with InputAction Asset editor where invalid ControlScheme names with only spaces could be entered. ISXB-547.
  • Fixed deletion of last composite part raising an exception. ISXB-804

Added

  • Added additional device information when logging the error due to exceeding the maximum number of events processed set by InputSystem.settings.maxEventsBytesPerUpdate. This additional information is available in development builds only.
  • Expanded editor and build insight analytics to cover ``.inputactionsasset editor usage,InputSettings` and common component configurations.
  • Added Input Setting option allowing to keep platform-specific scroll wheel input values instead of automatically converting them to a normalized range.