com.unity.inputsystem 0.1.2-preview
Notes: processedReleased April 3, 2019
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Unity Compatibility
Minimum Unity: 2018.3
Package Dependencies
No dependency metadata provided.
📈 Improvements
- `InputConfiguration` has been replaced with a new `InputSettings` class.
- `InputConfiguration.lockInputToGame` has been moved to `InputEditorUserSettings.lockInputToGameView`. This setting is now persisted as a local user setting.
- `InputSystem.updateMask` has been replaced with `InputSettings.updateMode`.
- `InputSystem.runInBackground` has been moved to `InputSettings.runInBackground`.
- Icons have been updated for improved styling and now have separate dark and light skin versions.
- `Lock Input To Game` and `Diagnostics Mode` are now persisted as user settings
- Brought back `.current` getters and added `InputSettings.filterNoiseOnCurrent` to control whether noise filtering on the getters is performed or not.
- Removed old and outdated Doxygen-generated API docs.
✨ Features
- `InputSystem.settings` contains the current input system settings.
- A new UI has been added to "Edit >> Project Settings..." to edit input system settings. Settings are stored in a user-controlled asset in any location inside `Assets/`. Multiple assets can be used and switched between.
- Joystick HIDs are now supported on Windows, Mac, and UWP.
- Can now put system into manual update mode (`InputSettings.updateMode`). In this mode, events will not get automatically processed. To process events, call `InputSystem.Update()`.
- Added shortcuts to action editor window (requires 2019.1).
- Added icons for .inputactions assets.
🔧 Bug Fixes
- `InputSystem.devices` not yet being initialized in `MonoBehaviour.Start` when in editor.
⚠️ Known Issues
- Input settings are not yet included in player builds. This means that at the moment, player builds will always start out with default input settings.
- There have been reports of some stickiness to buttons on 2019.1 alpha builds. We are looking at this now.
