com.unity.inputsystem 0.2.6-preview
Notes: processedReleased April 3, 2019
Unity Compatibility
Minimum Unity: 2019.1
Package Dependencies
No dependency metadata provided.
✨ Features
- Support gamepad vibration on Switch.
- #### Actions
- Added ability to change which part of a composite a binding that is part of the composite is assigned to.
- - Part bindings can now be freely duplicated or copy-pasted. This allows having multiple bindings for "up", for example. Changing part assignments retroactively allows to freely edit the composite makeup.
- Can now drag\&drop multiple items as well as drop items onto others (equivalent to cut\&paste). Holding ALT copies data instead of moving it.
- Edits to control schemes are now undoable.
- Control schemes are now sorted alphabetically.
- Can now search by binding group (control scheme) or devices directly from search box.
- - `g:Gamepad` filters bindings to those in the "Gamepad" group.
- - `d:Gamepad` filters bindings to those from Gamepad-compatible devices.
📈 Improvements
- The input debugger will no longer automatically show remote devices when the profiler is connected. Instead, use the new menu in debugger toolbar to connect to players or to enable/disable remote input debugging.
- "Press and Release" interactions will now invoke the `performed` callback on both press and release (instead of invoking `performed` and `cancel`, which was inconsistent with other behaviors).
- #### Actions
- Bindings have GUIDs now like actions and maps already did. This allows to persistently and uniquely identify individual bindings.
- Replaced UI overlay while rebinding interactively with cancellable progress bar. Interactive rebinding now cancels automatically after 4 seconds without suitable input.
- Bindings that are not assigned to any control scheme are now visible when a particular control scheme is selected.
- - Bindings not assigned to any control scheme are active in *ALL* control schemes.
- - The change makes this visible in the UI now.
- - When a specific control scheme is selected, these bindings are affixed with `{GLOBAL}` for added visibility.
- When filtering by devices from a control scheme, the filtering now takes layout inheritance into account. So, a binding to a control on `Pointer` will now be shown when the filter is `Mouse`.
- The public control picker API has been revised.
- - The simplest way to add control picker UI to a control path is to add an `InputControlAttribute` to the field.
- ```
- // In the inspector, shows full UI to select a control interactively
- // (including interactive picking through device input).
- [InputControl(layout = "Button")]
- private string buttonControlPath;
- ```
- Processors of incompatible types will now be ignored instead of throwing an exception.
🔧 Bug Fixes
- Remote connections in input debugger now remain connected across domain reloads.
- Don't incorrectly create non-functioning devices if a physical device implements multiple incompatible logical HID devices (such as the MacBook keyboard/touch pad and touch bar).
- Removed non-functioning sort triangles in event list in Input Debugger device windows.
- Sort events in input debugger window by id rather then by timestamp.
- Make parsing of float parameters support floats represented in "e"-notation and "Infinity".
- Input device icons in input debugger window now render in appropriate resolution on retina displays.
- Fixed Xbox Controller on macOS reporting negative values for the sticks when represented as dpad buttons.
- `InputSettings.UpdateMode.ProcessEventsManually` now correctly triggers updates when calling `InputSystem.Update(InputUpdateType.Manual)`.
- #### Actions
- Pasting or duplicating an action in an action map asset will now assign a new and unique ID to the action.
- "Add Action" button being active and triggering exceptions when no action map had been added yet.
- Fixed assert when generating C# class and make sure it gets imported correctly.
- Generate directories as needed when generating C# class, and allow path names without "Assets/" path prefix.
- Allow binding dpad controls to actions of type "Vector2".
- Fixed old name of action appearing underneath rename overlay.
- Fixed inspector UIs for on-screen controls throwing exceptions and being non-functional.
- Fixed deleting multiple items at same time in action editor leading to wrong items being deleted.
- Fixed copy-pasting actions not preserving action properties other than name.
- Fixed memory corruptions coming from binding resolution of actions.
- InputActionAssetReferences in ScriptableObjects will continue to work after domain reloads in the editor.
- Fixed `startTime` and `duration` properties of action callbacks.
