com.unity.inputsystem 1.0.0-preview.2
Notes: processedReleased November 4, 2019
Unity Compatibility
Minimum Unity: 2019.1
Package Dependencies
- com.unity.ugui (1.0.0)
📈 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.
