com.unity.inputsystem 1.0.0-preview.6
Notes: processedReleased March 6, 2020
Unity Compatibility
Minimum Unity: 2019.1
Package Dependencies
- com.unity.ugui (1.0.0)
📈 Improvements
- `InputSystemUIInputModule.trackedDeviceSelect` has been removed. Use `InputSystemUIInputModule.leftClick` instead.
- `InputSystemUIInputModule.repeatDelay` has been renamed to `moveRepeatDelay` and `repeatRate` has been renamed to `moveRepeatRate`.
🔧 Bug Fixes
- Fixed CS0109 warning being generated during player build due to use of `new` with the `PlayerInput.camera property` (case 1174688).
- Fixed a number of issues in `InputSystemUIInputModule`.
- - Fixed GC heap garbage when click-dragging.
- - Fixed number of pointer states growing indefinitely if OS did not reuse touch IDs.
- - Fixed `lastPress` on `PointerEventData` getting lost.
- - Fixed button press-and-release happening in same frame resulting in no UI input.
- - Fixed clicks initiated from non-pointer devices resulting in pointer inputs with `(0,0)` positions.
- - Fixed huge screen deltas on pointer events from tracked devices.
- - Fixed touch input not sending pointer exit events (case 1213550).
- Fixed `TrackedDeviceRaycaster` not setting `screenPosition` in `RaycastResult`.
- #### Actions
- Mixing the enabling\&disabling of single actions (as, for example, performed by `InputSystemUIInputModule`) with enabling\&disabling of entire action maps (as, for example, performed by `PlayerInput`) no longer leaves to unresponsive input and `"should not reach here"` assertions (forum thread).
- Leaving play mode no longer leaves state change monitors lingering around from enabled actions.
- Enabling action maps with bindings that do not refer to an existing action in the map no longer leads to asserts and exceptions when input on the bindings is received (case 1213085).
- `PressInteraction` no longer misses the next button press if it gets reset from within the `performed` callback (case 1205285).
- `InputBinding.DisplayStringOptions.DontIncludeInteractions` is now properly respected.
- Reading the value of a composite binding no longer causes processors from the last active part binding to be applied rather than the processors of the composite itself, if any (case 1207082).
- Fixed `InputSystem.onActionChange` getting invoked too many times on binding changes.
✨ Features
- `InputSystemUIInputModule` now sends pointer events using a new `ExtendedPointerEventData` instead of using the base `PointerEventData` class. This surfaces additional input data in pointer events.
- Added `InputSystemUIInputModule.pointerBehavior` to allow dictating how the UI will resolve concurrent input from multiple pointers.
- #### Actions
- Added `InputAction.CallbackContext.ReadValueAsButton`.
