com.unity.inputsystem 1.0.0-preview.1

com.unity.inputsystem

Notes: processedReleased October 11, 2019

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Unity Compatibility

Minimum Unity: 2019.1

Package Dependencies

📈 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.