com.unity.inputsystem 1.0.0-preview.2

com.unity.inputsystem

Notes: processedReleased November 4, 2019

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Unity Compatibility

Minimum Unity: 2019.1

Package Dependencies

📈 Improvements

  • Automatic conversion of window coordinates in `EditorWindow` code is now performed regardless of focus or the setting of `Lock Input to Game View` in the input debugger.

🔧 Bug Fixes

  • Fixed touch taps triggering when they shouldn't on Android.
  • Fixed custom devices registered from `[InitializeOnLoad]` code being lost on domain reload (case 1192379).
  • - This happened when there were multiple pieces of `[InitializeOnLoad]` code that accessed the input system in the project and the `RegisterLayout` for the custom device happened to not be the first in sequence.
  • OpenVR touchpad controls (`touchpadClicked` & `touchpadPressed`) now report accurate data.
  • #### Actions
  • Fixed missing keyboard bindings in `DefaultInputActions.inputactions` for navigation in UI.
  • Fixed using C# reserved names in .inputactions assets leading to compile errors in generated C# classes (case 1189861).
  • Assigning a new `InputActionAsset` to a `InputSystemUIInputModule` will no longer look up action names globally but rather only look for actions that are located in action maps with the same name.
  • - Previously, if you e.g. switched from one asset where the `point` action was bound to `UI/Point` to an asset that had no `UI` action map but did have an action called `Point` somewhere else, it would erroneously pick the most likely unrelated `Point` action for use by the UI.
  • Fixed missing custom editors for `AxisDeadzoneProcessor` and `StickDeadzoneProcessor` that link `min` and `max` values to input settings.
  • Fixed actions ending up being disabled if switching to a control scheme that has no binding for the action (case 1187377).
  • Fixed part of composite not being bound leading to subsequent part bindings not being functional (case 1189867).
  • Fixed `PlayerInput` not pairing devices added after it was enabled when not having control schemes.
  • - This problem would also show in the `SimpleDemo` sample when having the `CustomDeviceUsages` sample installed as well. Gamepads would not get picked up in that case.
  • Fixed `ArgumentNullException` when adding a device and a binding in an action map had an empty path (case 1187163).
  • Fixed bindings that are not associated with any control scheme not getting enabled with other control schemes as they should.

Features

  • Added a new `EditorWindow Demo` sample that illustrates how to use the input system in editor UI code.