com.unity.inputsystem 0.9.3-preview

com.unity.inputsystem

Notes: processedReleased August 15, 2019

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Unity Compatibility

Minimum Unity: 2019.1

Package Dependencies

🔧 Bug Fixes

  • `XInputController` and `XboxOneGamepad` no longer have two extraneous, non-functional "menu" and "view" buttons.
  • Fixed `InputUser.onUnpairedDeviceUser` ignoring input on controls that do not support `EvaluateMagnitude`.
  • - This led to situations, for example, where `PlayerInput` would not initialize a control scheme switch from a `/delta` binding as the delta X and Y axes do not have min\&max limits and thus return -1 from `EvaluateMagnitude`.
  • Fixed available processor list not updated right away when changing the action type in the Input Action editor window.
  • #### Actions
  • `NullReferenceException` when the input debugger is open with actions being enabled.
  • When selecting a device to add to a control scheme, can now select devices with specific usages, too (e.g. "LeftHand" XRController).

📈 Improvements

  • Removed `timesliceEvents` setting - and made this tied to the update mode instead. We now always time slice when using fixed updates, and not when using dynamic updates.
  • When adding a composite, only ones compatible with the value type of the current action are shown. This will, for example, no longer display a `2D Vector` composite as an option on a floating-point button action.
  • The `InputState.onChange` callback now receives a second argument which is the event (if any) that triggered the state change on the device.

Features

  • `InputSystemUIInputModule` can now track multiple pointing devices separately, to allow multi-touch input - required to allow control of multiple On-Scree controls at the same time with different fingers.
  • Two new composite bindings have been added.
  • - `ButtonWithOneModifier` can be used to represent shortcut-like bindings such as "CTRL+1".
  • - `ButtonWithTwoModifiers` can be used to represent shortcut-like bindings such as "CTRL+SHIFT+1".