com.unity.inputsystem 1.0.0-preview.1
Notes: processedReleased October 11, 2019
Unity Compatibility
Minimum Unity: 2019.1
Package Dependencies
- com.unity.ugui (1.0.0)
📈 Improvements
- Generated action wrappers now won't `Destroy` the generated Asset in a finalizer, but instead implement `IDisposable`.
- Added back XR layouts (except for Magic Leap) that were removed for `1.0-preview`.
- - We removed these layouts under the assumption that they would almost concurrently become available in the respective device-specific XR packages. However, this did not work out as expected and the gap here turned out to be more than what we anticipated.
- - To deal with this gap, we have moved the bulk of the XR layouts back and will transition things gradually as support in device-specific packages becomes publicly available.
🔧 Bug Fixes
- Fixed a bug where the Input Settings Window might throw exceptions after assembly reload.
- Correctly implemented `IsPointerOverGameObject` method for `InputSystemUIInputModule`.
- Several bugs with layout overrides registered with (`InputSystem.RegisterLayoutOverrides`).
- - In `1.0-preview`, layout overrides could lead to corruption of the layout state and would also not be handled correctly by the various editor UIs.
- Selecting a layout in the input debugger no longer selects its first child item, too.
- Fixed XR devices reporting noise as valid user input (should fix problem of control schemes involving VR devices always activating when using `PlayerInput`).
- Fixed tap/swipe gesture detection in touch samples.
- ### Actions
- Fixed a bug where multiple composite bindings for the same controls but on different action maps would throw exceptions.
- Fixed `anyKey` not appearing in control picker for `Keyboard`.
- The text on the "Listen" button is no longer clipped off on 2019.3.
- Controls bound to actions through composites no longer show up as duplicates in the input debugger.
- Fixed "Create Actions..." on `PlayerInput` creating an asset with an incorrect binding for taps on Touchscreens. \
- **NOTE: If you have already created an .inputactions asset with this mechanism, update "tap [Touchscreen]" to "Primary Touch/Tap" to fix the problem manually.**
- Fixed `Invoke CSharp Events` when selected in `PlayerInput` not triggering `PlayerInput.onActionTriggered`.
- Fixed duplicating multiple items at the same time in the action editor duplicating them repeatedly.
✨ Features
- Will now recognize Xbox One and PS4 controllers connected to iOS devices correctly as Xbox One and PS4 controllers.
- Added a new sample called "Custom Device Usages" that shows how to use a layout override on `Gamepad` to allow distinguishing two gamepads in bindings based on which player the gamepad is assigned to.
- Added abstract `TrackedDevice` input device class as the basis for various kinds of tracked devices.
