All notable changes to the input system package will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
Due to package verification, the latest version below is the unpublished version and the date is meaningless. however, it has to be formatted properly to pass verification tests.
System.ObjectDisposedException
would be thrown when deleting the last ActionMap item in the Input Actions Asset editor.System.InvalidOperationException
is thrown when entering PlayMode after deleting an ActionMap from Project-wide actions and later resetting it.UI
action map or was missing any of the required actions. Additionally this fix now also generates warnings in the console for any divergence from expected action configuration or lack of bindings in edit-mode.EventSystem
GameObject is created in the Editor it will have the
InputSystemUIInputModule
by default if the Input System package is installed and enabled.DefaultInputActions
asset which didn’t allow user changes. Also, removing bindings or renaming the ‘UI’ action map of project wide actions will break UI input for UI toolkit.InputSystem.actions
may now only be assigned in edit-mode. Any attempt to assign InputSystem.actions
during play-mode will generate an exception.InputSystem.actions
may now only be assigned a persisted InputActionAsset
instance since in-memory objects can anyway not be included in a player build. This now generates an ArgumentException
when attempting to assign a non-persisted object.InputAction
:
InputAction.activeValueType
returns the Type
expected by ReadValue<TValue>
based on the currently active control that is driving the action.InputAction.GetControlMagnitude
returns the current amount of actuation of the control that is driving the action.InputAction.WasCompletedThisFrame
returns true
on the frame that the action stopped being in the performed phase. This allows for similar functionality to WasPressedThisFrame
/WasReleasedThisFrame
when paired with WasPerformedThisFrame
except it is directly based on the interactions driving the action. For example, you can use it to distinguish between the button being released or whether it was released after being held for long enough to perform when using the Hold interaction.AxisComposite
.Destroy may not be called from edit mode
error ISXB-695warning CS0109: The member 'UnityRemoteTestScript.camera' does not hide an accessible member. The new keyword is not required.
showing up in the Console window when building a player including the Input System Unity Remote sample.InputActionsEditorWindow
would be discarded when entering play-mode (or triggering domain reload in general).InputActionsEditorWindow
would not find an existing open editor window if the editor was open during a domain reload and then the asset was opened from the Project Explorer.InputSystem.actions
could be incorrectly evaluated if the associated asset was deleted.InputActionProperty
property drawer to be more compact. Use the More menu (⋮
) button to open a dropdown menu and select between Use Reference and Use Action.InvalidOperationException
.NullReferenceException
to the Debug console.EvaluateMagnitude
wasn’t overridden for Vector3Composite, also made some minor changes to Vector3Composite and Vector2Composite for consistency.WithInteraction()
which was incorrectly using processors.GetHapticCapabilitiesCommand
always failing to execute due to a mismatch in the size in bytes of the payload and the size expected by XR devices. Changed HapticCapabilities
to include all properties returned by the XR input subsystem. This makes Input System match the functionality provided by the XR module’s InputDevice.TryGetHapticCapabilities
and HapticCapabilities
.InputSystem.actions
). This feature is available only on Unity Editor versions 2022.3 and above and can be modified in the Project Settings.Derived Bindings
underneath the Binding Path editor to show all controls that matched.InputAction
constructors so it generates an ID for the action and the optional binding parameter. This is intended to improve the serialization of input actions on behaviors when created through API when the property drawer in the Inspector window does not have a chance to generate an ID.Transform.SetLocalPositionAndRotation
when available to improve performance. Based on the user contribution from DevDunk in a forum post.Clone
methods of InputAction
and InputActionMap
so it copies the Initial State Check flag (InputAction.wantsInitialStateCheck
) of input actions.QuaternionControl
could not be included in a Precompiled Layout because the generated code could not access a setter on child control properties.displayIndex
support for Unity 2022.3.Integration_CanSendAndReceiveEvents
by ignoring application focus on integration tests. (case ISX-1381)InputSystemProvider
class for the new InputForUI
internal module. InputForUI
allows the UIToolkit to have a single dependency for input events, regardless of using the new input system or the legacy input system.InputSystem.customBindingPathValidators
interface to allow showing warnings in the InputAsset
Editor for specific InputBindings and draw custom UI in the properties panel.InputSystem.runInBackground
to be used internally by specific platforms packages. Allows telling the input system that a specific platform runs in background. It allows fixing of case UUM-6744.InputActionsAsset
editor. Currently this is incomplete (view-only) and the existing editor is still used by default.displayIndex
field to the Touch struct to expose the index of the display that was touched.StickControl
type instead of Vector2Control
.InvokeCallbacksSafe_AnyCallbackReturnsTrue
which would lead to eventually broken profiler traces in some cases like using PlayerInput
(case ISXB-393).InsertControlBitRangeNode
(case ISXB-405).null
) to assigned overrides (as an empty string ""
).InputSettings.shortcutKeysConsumeInput
. This allows programmatic access to opt-in to the enhanced shortcut key behaviour (case ISXB-254)).ReadValue
/ReadUnprocessedValueFromState
/WriteValueIntoState
for some control types. Optimization is opt-in for now, please call InputSystem.settings.SetInternalFeatureFlag("USE_OPTIMIZED_CONTROLS", true);
in your project to enable it. You can observe which controls are optimized by looking at new optimized column in device debugger. You will need to call a new InputControl.ApplyParameterChanges()
method if the code is changing AxisControl
fields after initial setup is done.OnScreenStick.cs
) via the new behaviour
property. This currently supports three modes of operation, two of which are new in addition to the previous behaviour. Based on the user contribution from eblabs in #658.InputAction.ReadValue
and InputControl.ReadValue
calls by introducing caching behaviour to input controls. Input controls now keep track of whether their underlying state has been changed and only read the value from the underlying state and apply processors when absolutely necessary. Optimization is opt-in for now, please call InputSystem.settings.SetInternalFeatureFlag("USE_READ_VALUE_CACHING", true);
in your project to enable it. If there are issues try enabling InputSystem.settings.SetInternalFeatureFlag("PARANOID_READ_VALUE_CACHING_CHECKS", true);
and check in the console if there are any errors regarding caching.displayIndex
property for Pointer
, Touchscreen
, TouchControl
, TouchState
, Mouse
, MouseState
which enables look up of the logical screen associated with a pointer event via (display documentation)[https://docs.unity3d.com/ScriptReference/Display.html]InputActionCodeGenerator.cs
) to support optional registration and unregistration of callbacks for multiple callback instances via AddCallbacks(...)
and RemoveCallbacks(...)
part of the generated code. Contribution by Ramobo in #889.Unity.InputSystem.TestFramework
, so that it can be used by other packages without setting the com.unity.inputsystem
package to be testable in the project manifest.ArgumentNullException
when opening the Prefab Overrides window and selecting a component with an InputAction
.{fileID: 0}
getting appended to ProjectSettings.asset
file when building a project (case ISXB-296).Type of instance in array does not match expected type
assertion when using PlayerInput in combination with Control Schemes and Interactions (case ISXB-282).InputActions consume their inputs
behaviour for shortcut support introduced in v1.4 is opt-in now and can be enabled via the project settings (case ISXB-254)).Given object is neither an InputAction nor an InputActionMap
when using InputActionTrace
on input action from an input action asset (case ISXB-29).TrackedPoseDriver.cs
component (case ISXB-262).InputSystemPlugin.OnDestroy()
if currently quitting the editor. The fix avoids editor crashing if closed when Simulator Window is open. Note that the actual issue needs a separate fix in Unity and this package fix is only to avoid running into the issue.[SerializedProperty]
within a class not derived from MonoBehavior
(case ISXB-124.ReadUnprocessedValueFromState
in PoseControl always returning default values.Button
type InputAction
s now go to started
when a button goes from a press to below the release threshold but not yet to 0.
```CSharp
// Before:
Set(Gamepad.current.rightTrigger, 0.7f); // Performed (pressed)
Set(Gamepad.current.rightTrigger, 0.2f); // Canceled (released)
Set(Gamepad.current.rightTrigger, 0.1f); // Started!!
Set(Gamepad.current.rightTrigger, 0f); // Canceled// Now: Set(Gamepad.current.rightTrigger, 0.7f); // Performed (pressed) Set(Gamepad.current.rightTrigger, 0.2f); // Started (released but not fully) Set(Gamepad.current.rightTrigger, 0.1f); // Set(Gamepad.current.rightTrigger, 0f); // Canceled
* This also applies to `PressInteraction` when set to `Press` behavior.
* In effect, it means that a button will be in `started` or `performed` phase for as long as its value is not 0 and will only go to `canceled` once dropping to 0.
- Processors are now always applied when reading action values through `InputAction.ReadValue<>` or `CallbackContext.ReadValue<>`. Previously, if no bound control was actuated, ReadValue calls would return the default value for the action type but not run the value through the processors.([case 1293728](https://issuetracker.unity3d.com/product/unity/issues/guid/1293728/)).
- Made the following internal types public. These types can be useful when deconstructing raw events captured via `InputEventTrace`.
* `UnityEngine.InputSystem.Android.LowLevel.AndroidAxis`
* `UnityEngine.InputSystem.Android.LowLevel.AndroidGameControllerState`
* `UnityEngine.InputSystem.Android.LowLevel.AndroidKeyCode`
- Adding or removing a device no longer leads to affected actions being temporarily disabled ([case 1379932](https://issuetracker.unity3d.com/issues/inputactionreferences-reading-resets-when-inputactionmap-has-an-action-for-the-other-hand-and-that-hand-starts-slash-stops-tracking)).
* If, for example, an action was bound to `<Gamepad>/buttonSouth` and was enabled, adding a second `Gamepad` would lead to the action being temporarily disabled, then updated, and finally re-enabled.
* This was especially noticeable if the action was currently in progress as it would get cancelled and then subsequently resumed.
* Now, an in-progress action will get cancelled if the device of its active control is removed. If its active control is not affected, however, the action will keep going regardless of whether controls are added or removed from its `InputAction.controls` list.
- Installing the package for the first time will now set `"Active Input Handling"` to `"Both"` rather than `"Input System Package"`.
* This means, that by default, both the old and the new input system will run side by side where supported.
* This can be manually switched by going to `Edit >> Project Settings >> Player >> Active Input Handling`.
### Fixed
- Fixed an issue where a layout-override registered via `InputSystem.RegisterLayoutOverride(...)` would cause the editor to malfunction or crash if the layout override had a name already used by an existing layout (case 1377685).
- Fixed an issue where attempting to replace an existing layout-override by using an existing layout-override name didn't work as expected and would instead aggregate overrides instead of replacing them when an override with the given name already exists.
- Fixed Switch Pro controller not working correctly in different scenarios ([case 1369091](https://issuetracker.unity3d.com/issues/nintendo-switch-pro-controller-output-garbage), [case 1190216](https://issuetracker.unity3d.com/issues/inputsystem-windows-switch-pro-controller-only-works-when-connected-via-bluetooth-but-not-via-usb), case 1314869).
- Fixed DualShock 4 controller not allowing input from other devices due to noisy input from its unmapped sensors ([case 1365891](https://issuetracker.unity3d.com/issues/input-from-the-keyboard-is-not-working-when-the-dualshock-4-controller-is-connected)).
- Fixed `InputSystem.onAnyButtonPress` so that it doesn't throw exceptions when trying to process non state or delta events ([case 1376034](https://issuetracker.unity3d.com/product/unity/issues/guid/1376034/)).
- Fixed `InputControlPath.Matches` incorrectly reporting matches when only a prefix was matching.
* This would, for example, cause `Keyboard.eKey` to be matched by `<Keyboard>/escape`.
* Fix contributed by [Fredrik Ludvigsen](https://github.com/steinbitglis) in [#1485](https://github.com/Unity-Technologies/InputSystem/pull/1485).
- Fixed `OnScreenButton` triggering `NullReferenceException` in combination with custom devices ([case 1380790 ](https://issuetracker.unity3d.com/issues/nullreferenceexception-error-when-setting-on-screen-button-to-a-custom-device)).
- Fixed no devices being available in `Start` and `Awake` methods if, in the player, any `InputSystem` API was accessed during the `SubsystemRegistration` phase ([case 1392358](https://issuetracker.unity3d.com/issues/inputsystem-does-not-initialize-properly-in-a-build-when-accessed-early)).
- Fixed dropdown for "Supported Devices" in settings not showing all device layouts.
- Fixed "STAT event with state format TOUC cannot be used with device 'Touchscreen:/Touchscreen'" when more than max supported amount of fingers, currently 10, are present on the screen at a same time (case 1395648).
- Fixed mouse events not being timesliced when input system is switched to process input in fixed updates (case 1386738).
- Fixed missing tooltips in PlayerInputManagerEditor for the Player Limit and Fixed Splitscreen sizes labels ([case 1396945](https://issuetracker.unity3d.com/issues/player-input-manager-pops-up-placeholder-text-when-hovering-over-it)).
- Fixed DualShock 4 controllers not working in some scenarios by adding support for extended mode HID reports ([case 1281633](https://issuetracker.unity3d.com/issues/input-system-dualshock4-controller-returns-random-input-values-when-connected-via-bluetooth-while-steam-is-running), case 1409867).
- Fixed `BackgroundBehavior.IgnoreFocus` having no effect when `Application.runInBackground` was false ([case 1400456](https://issuetracker.unity3d.com/issues/xr-head-tracking-lost-when-lost-focus-with-action-based-trackedposedriver-on-android)).
- Fixed an issue where a device was left disabled when it was disconnected while an application was out-of-focus and then re-connected when in-focus (case 1404320).
#### Actions
- Fixed `InvalidCastException: Specified cast is not valid.` being thrown when clicking on menu separators in the control picker ([case 1388049](https://issuetracker.unity3d.com/issues/invalidcastexception-is-thrown-when-selecting-the-header-of-an-advanceddropdown)).
- Fixed accessing `InputAction`s directly during `RuntimeInitializeOnLoad` not initializing the input system as a whole and leading to exceptions ([case 1378614](https://issuetracker.unity3d.com/issues/input-system-nullreferenceexception-error-is-thrown-when-using-input-actions-in-builds)).
- Fixed `InputAction.GetTimeoutCompletionPercentage` jumping to 100% completion early ([case 1377009](https://issuetracker.unity3d.com/issues/gettimeoutcompletionpercentage-returns-1-after-0-dot-1s-when-hold-action-was-started-even-though-it-is-not-performed-yet)).
- Fixed d-pad inputs sometimes being ignored on actions that were binding to multiple controls ([case 1389858](https://unity.slack.com/archives/G01RVV1SPU4/p1642501574002300)).
- Fixed `IndexOutOfRangeException` when having multiple interactions on an action and/or binding in an action map other than the first of an asset ([case 1392559](https://issuetracker.unity3d.com/issues/map-index-on-trigger-and-indexoutofrangeexception-are-thrown-when-using-interaction-on-both-binding-and-its-parent-action)).
* Fix contributed by [Russell Quinn](https://github.com/russellquinn) in [#1483](https://github.com/Unity-Technologies/InputSystem/pull/1483).
- Fixed `AxisComposite` not respecting processors applied to `positive` and `negative` bindings (case 1398942).
* This was a regression introduced in [1.0.0-pre.6](#axiscomposite-min-max-value-fix).
- Fixed calling `action.AddCompositeBinding(...).With(...)` while action is enabled not correctly updating controls for part bindings of the composite.
- Fixed `TwoModifiersComposite` inadvertently not allowing controls other than `ButtonControl`s being bound to its `binding` part.
- Added support for keyboard shortcuts and mutually exclusive use of modifiers.
* In short, this means that a "Shift+B" binding can now prevent a "B" binding from triggering.
* `OneModifierComposite`, `TwoModifiersComposite`, as well as the legacy `ButtonWithOneModifierComposite` and `ButtonWithTwoModifiersComposite` now require their modifiers to be pressed __before__ (or at least simultaneously with) pressing the target button.
* This check is performed only if the target is a button. For a binding such as `"CTRL+MouseDelta"` the check is bypassed. It can also be manually bypassed via the `overrideModifiersNeedToBePressedFirst`.
* State change monitors on a device (`IInputStateChangeMonitor`) are now sorted by their `monitorIndex` and will trigger in that order.
* Actions are now automatically arranging their bindings to trigger in the order of decreasing "complexity". This metric is derived automatically. The more complex a composite a binding is part of, the higher its complexity. So, `"Shift+B"` has a higher "complexity" than just `"B"`.
* If an binding of higher complexity "consumes" a given input, all bindings waiting to consume the same input will automatically get skipped. So, if a `"Shift+B"` binding composite consumes a `"B"` key press, a binding to `"B"` that is waiting in line will get skipped and not see the key press.
* If your project is broken by these changes, you can disable the new behaviors via a feature toggle in code:
```CSharp
InputSystem.settings.SetInternalFeatureFlag("DISABLE_SHORTCUT_SUPPORT", true);
```
- Added new APIs for getting and setting parameter values on interactions, processors, and composites.
```CSharp
// Get parameter.
action.GetParameterValue("duration"); // Any "duration" value on any binding.
action.GetParameterValue("tap:duration"); // "duration" on "tap" interaction on any binding.
action.GetParameterValue("tap:duration", // "duration" on "tap" on binding in "Gamepad" group.
InputBinding.MaskByGroup("Gamepad"));
// Set parameter.
action.ApplyParameterOverride("duration", 0.4f);
action.ApplyParameterOverride("tap:duration", 0.4f);
action.ApplyParameterOverride("tap:duration", 0.4f,
InputBinding.MaskByGroup("Gamepad"));
// Can also apply parameter overrides at the level of
// InputActionMaps and InputActionAssets with an effect
// on all the bindings contained therein.
asset.ApplyParameterOverride("scaleVector2:x", 0.25f,
new InputBinding("<Mouse>/delta"));
ENABLE_VR
is defined.DeltaControl
control type that is now used for delta-style controls such as Mouse.delta
and Mouse.scroll
.
StickControl
, this control has individual up
, down
, left
, and right
controls (as well as x
and y
that it inherits from Vector2Control
). This means it is now possible to directly bind to individual scroll directions (such as <Mouse>/scroll/up
).ctrl
, shift
, and alt
controls (which combine the left and right controls into one) on the keyboard can now be written to and no longer throw NotSupportedException
when trying to do so (case 1340793).UnityLinkerBuildPipelineData.inputDirectory
with hardcoded Temp
folder because inputDirectory
is deprecated.InputSettings.filterNoiseOnCurrent
. Now noise filtering is always enabled. Device only will become .current
if any non-noise control have changed state.Touchscreen
will now result in all ongoing touches getting cancelled instead of all touches being simply reset to default state.InputTestFixture.Press
, InputTestFixture.Set
, etc. from within a [UnityTest]
will no longer immediately process input. Instead, input will be processed like it normally would as part of the Unity player loop.Gamepad.leftStick.left
) producing incorrect values on the stick (case 1336240).TouchSimulation
on when not moving the mouse in-between clicks (case 1330014).InputSystemUIInputModule
stopping to listen for input when swapping InputActionAsset
instances while input was disabled (case 1371332).InputSystemUIInputModule
showing incorrect bindings after pressing the ‘Fix UI Input Module’ button in PlayerInput component(case 1319968).InputSystemUIInputModule
if modifying on-screen devices from Update() callbacks (case 1365070).InputSystemUIInputModule
that would cause UI to stop responding during play mode after changing a script file while Recompile and Continue mode is active, or by forcing a script recompile using RequestScriptCompilation
(case 1324215).InputSystemUIInputModule
inspector showing all action bindings as “None” when assigned a runtime created actions asset (case 1304943).InputSystemUIInputModule
with pointerBehavior set to UIPointerBehavior.SingleUnifiedPointer
. UI Toolkit will now always receive the same pointerId when that option is in use, regardless of the hardware component that produced the pointer event. (case 1369081).InputUser
where devices would be removed and not added again after layout overrides preventing certain devices, e.g. gamepads to not work correctly when associated with action map bindings tied to PlayerInput
(case 1347320).DualShockGamepad
(case 1378308)..current
(e.g. Gamepad.current
, etc) when sending a new state event that contains no control changes (case 1377952).IsPressed
on an entire device returning true
(case 1374024).InputSystem.RegisterLayoutOverride
resulting in the layout that overrides are being applied to losing the connection to its base layout (case 1377719).Touch.activeTouches
still registering touches after the app loses focus (case 1364017).MultiplayerEventSystem
not preventing keyboard and gamepad/joystick navigation from one player’s UI moving to another player’s UI (case 1306361).
CanvasGroup
being injected into each playerRoot
and the interactable
property of the group being toggled back and forth depending on which part of the UI is being updated.InputTestFixture
incorrectly running input updates out of sync with the player loop (case 1341740).
InputAction.WasPressedThisFrame()
returning false expectedly.Devices.md
documentation (fix contributed by jeffreylanters).TrackedDeviceRaycaster
not picking closest hit in scene (fix originally contributed by alexboost222)..inputactions
editor open (case 1313185).InputAction
properties would have display name “Input Action” in the Inspector window instead of their given name. (case 1367240).InputAction.Enable
would not reuse memory allocated prior and thus lead to memory leaks (case 1367442).Press
not getting processed correctly when having multiple of them on different bindings of the same action and receiving simultaneous input on all of them (case 1364667).
Press
interaction on both, and then press both keys, interactions would get missed or got stuck.InputAction.IsPressed
/WasPressed
/WasReleased
returning incorrect results when binding multiple buttons on the same action and pressing/releasing them simultaneously.InputAction.controls
exhibiting bad performance when there were no controls bound to an action (case 1347829).HoldInteraction
) performing erroneous delayed triggers on actions when input is composed of multiple controls (1251231).
Shift+B
using a OneModifierComposite
and put a HoldInteraction
on the binding, then depending on the order in which the keys are pressed, you would sometimes see the action spuriously getting triggered when in fact no input was received..inputactions
asset into another (case 1276106).
InputActionSetupExtensions.AddCompositeBinding
not setting name of composite.InputManager.OnUpdate
failing latter updates with InvalidOperationException: Already have an event buffer set! Was OnUpdate() called recursively?
. Instead the system will try to handle the exception and recover into a working state.VirtualMouseInput
component in the editor (case 1367553).ENABLE_VR
checks to prevent this case (case 1368300)A
instead of B
, etc).InputAction.Reset()
while being in disabled state would prevent the action from being enabled again. (case 1370732).InvalidOperationExceptions
are thrown if an input for an action with multiple interactions is held while disconnecting the device(case 1354098).action.ReadValue
and others returning invalid data when used from FixedUpdate
or early update when running in play mode in the editor (case 1368559 case 1367556 case 1372830).null
for sensors (Accelerometer.current
, others) (case 1371204).InvalidCastException: Specified cast is not valid.
and InvalidOperationException: Already have an event buffer set! Was OnUpdate() called recursively?
when upgrading from 1.1.0-pre.5 or earlier. If you experience this issue you can also restart the editor to resolve it.InputDeviceChange.Destroyed
not being available, now it’s correctly marked as obsolete instead.InputUser
which was ahead of actual backend support for the feature.1.1-preview.3
for any given control being added to an action only once.
InputAction.controls
list only once.InputSystemUIInputModule
from code now installs DefaultInputActions
. This is equivalent to the default setup when adding the component in the editor (case 1259306).
CSharp
var go = new GameObject();
go.AddComponent<EventSystem>();
var uiModule = go.AddComponent<InputSystemUIInputModule>();
// uiModule.actionsAsset now has a DefaultInputActions() asset assigned to it and the various
// action references point to its actions.
InputSystemUIInputModule.UnassignActions
has been added to remove all actions from the module en bloc.
CSharp
uiModule.UnassignActions();
InputTestFixture
(using mocked InputSystem
) and regular test cases (using real InputSystem
) would lead to static state leaking between test cases causing random failures and unexpected/undefined behavior (case 1329015).InputSystemUIInputModule.AssignDefaultActions
not assigning trackedDeviceOrientation
and trackedDevicePosition
.InputSystemUIInputModule
would not disable actions correctly.InputAction.canceled
not getting triggered reliably for InputActionType.PassThrough
actions when InputSystem.ResetDevice
was called.InputUser
s potentially corrupting list of paired devices from other InputUser
s (case 1327628).InputControl
s in the inspector.
StackOverflowException
caused by calling InputSystem.Update
from inside an input action callback such as InputAction.performed
(case 1316000).InputTestFixture
leaving all .current
getters uninitialized after a test run (case 1329015).PointerInput
composite in TouchSamples
project being registered only after scenes already loaded (case 1215048).InputControlExtensions.EnumerateChangedControls
skipping over left
, right
, and down
controls on PS4 controller’s dpad (case 1315107).Input System Package
project settings pane (case 1291709).InputUser.OnDeviceChanged
that could result in incorrect pairing of devices or IndexOutOfRangeException
being thrown when removing, adding or reconfiguring a device. Fix contribution by Mikael Klages in #1359.InputActionRebindingExtensions.RebindingOperation
which could result in incorrect magnitudes for candidates. Contribution by Fredrik Ludvigsen in #1348.InputSystem.onDeviceChange
but also InputAction.started
etc.) during the execution of a callback (case 1322530.PlayerInputManager
s join action not triggering when using a referenced InputAction
(case 1260625).ENABLE_PROFILER
define together with Profiler.BeginSample
/Profiler.EndSample
by removing ENABLE_PROFILER
macro check because BeginSample
/EndSample
are already conditional with [Conditional("ENABLE_PROFILER")]
(case 1350139).InputEventTrace
replays skipping over empty frames and thus causing playback to happen too fast."Pointer should have exited all objects before being removed"
error when changing screen orientation on mobile.Button
and then alt-tabbing away, letting go of the button, and then going back to the application will no longer trigger a button click.Input.onUnpairedDeviceActivity
triggering from editor input.WebGLGamepad
left and right sticks not being clamped correctly."Exception: Style.Draw may not be called with GUIContent that is null."
error from PlayerInput
inspector when having an action map with no actions (case 1317735).GetBindingDisplayString()
on an InputAction
with a composite binding leading to doubled up output (case 1321175).MultiTapInteraction
not respecting InputSettings.multiTapDelayTime
(case 1292754).Input System Package
project settings not affecting default values displayed in .inputactions
editor window (case 1292754).RebindingOperation.WithTargetBinding
not also changing the type of control being looked for (case 1272563).AxisComposite
not respecting minValue
and maxValue
properties (case 1335838).ArgumentOutOfRangeException
caused by IsPointerOverGameObject
(case 1337354).PlayerInput
no longer logs an error message when it is set to Invoke UnityEvents
and can’t find an action in the given .inputactions
asset (case 1259577).HoldInteraction
getting stuck when hold and release happens in same event (case 1346786)..inputactions
editor automatically duplicating interactions and processors from the first action in the map.InputActionSetupExtensions.ChangeBinding
when modifying binding from a different action than specified. Contribution by Fredrik Ludvigsen in #1348.InputSystem.runUpdatesInEditMode
to enable processing of non-editor updates without entering playmode (only available for XR).SetMotorSpeedsAndLightBarColor
as a workaround for setting both the light bar and motor speeds simultaneously on a DualShock 4 controller (case 1271119).dontReset
to exclude them from resets. This makes the reset “soft” (default).
CSharp
// Perform a "soft" reset of the mouse. The mouse position will not be affected
// but controls such as buttons will be reset.
InputSystem.ResetDevice(Mouse.current);
dontReset
controls.
CSharp
// Perform a "hard" reset of the mouse. The mouse position will also be reset to (0,0).
InputSystem.ResetDevice(Mouse.current, alsoResetDontResetControls: true);
InputAction
s that are enabled and in-progress from controls that being reset, to be canceled. This will not perform actions even if they trigger on, for example, button release.InputDevice.canRunInBackground
can now be force-set through layouts.
CSharp
// Force XInputWindows gamepads to not run in the background.
InputSystem.RegisterLayoutOverride(@"
{
""name"": ""XInputWindowsNoCanRunInBackground"",
""extend"": ""XInputWindows"",
""runInBackground"": ""off""
}
");
Touchscreen
by merging consecutive touch move events together. See the events documentation for more information.InputAction.wantsInitialStateCheck
property that allows toggling on initial state checks for Button
and Pass-Through
actions (implicitly enabled for Value
actions).
CSharp
InputSystem.onEvent
.ForDevice<Gamepad>()
.Where(e => e.HasButtonPress())
.CallOnce(e => Debug.Log("Button pressed!));
CSharp
InputSystem.onAnyButtonPress
.CallOnce(ctrl => Debug.Log($"Button '{ctrl}' pressed"));
runInBackground
is off, no action will be taken on focus loss. When focus comes back, all devices will receive a sync request. Those that don’t support it will see a “soft” reset.runInBackground
is on (which, when running in the editor, is considered to always be the case), a new setting InputSettings.backgroundBehavior
dictates how input is to be handled while the application does not have focus. The default setting of ResetAndDisableNonBackgroundDevices
will soft-reset and disable all devices for which InputDevice.canRunInBackground
is false. While in the background, devices that are flagged as canRunInBackground
will keep running as in the foreground.Pointer
and Keyboard
devices (i.e. anything not used to operate the editor UI) are now by default routing their input to the Game View regardless of focus. This also fixes the problem of gamepad sticks resetting to (0,0)
on focus loss (case 1222305).InputSettings.gameViewFocus
has been introduced to determine how Game View focused is handled in the editor with respect to input.InputSystem.defaultButtonPressPoint
is now clamped to a minimum value of 0.0001
(case 1349002).InputDevice.OnConfigurationChanged
can now be overridden in derived classes.InputSystemUIInputModule
now defers removing pointers for touches by one frame.
IsPointerOverGameObject
can meaningfully be queried for touches that have happened within the frame – even if by the time the method is called, a touch has technically already ended (case 1347048).PointerExit
and PointerUp
was received in the same frame, a touch will now see a PointerUp
in the frame of release but only see a PointerExit
in the subsequent frame.EventSystem.IsPointerOverGameObject()
from within InputAction
callbacks (such as InputAction.performed
) will now result in a warning.
InputAction
s as they are processed. Thus, querying UI state from within InputAction
callbacks will query outdated UI state.TrackedPoseDriver
to use properties of type InputActionProperty
rather than InputAction
to allow more flexibility.wasPressedThisFrame
API.VirtualMouseInput
component is now part of the Input System assembly. It was previously packaged with the Gamepad Mouse Cursor
sample.
InputTestFixture
no longer deletes the GameObject
s in the current scene in its TearDown
(case 1286987).
Gamepad
now has platform independent long button names. Previously it used different names if editor targeted PS4/Switch consoles (case 1321676).All Control Schemes
, All Control Schemes1
will be created to avoid confusion with implicit All Control Schemes
scheme (case 1217379).ToLower
and ToTitleCase
to enforce consistent casing between different platforms and keyboard layouts (case 1254705).InputUser
instances are now removed automatically when exiting play mode. This means that all devices are automatically unpaired.
InputAction
, InputUser
is now considered a player-only feature.InputSystem.Update()
) are now processed in the same frame. This eliminates the 1-frame lag previously incurred by simulated input.
OnScreenButton
and OnScreenStick
) will still see a 1-frame lag as UI event processing happens later in the frame and outside of input event processing.InputActionMap.devices
and InputActionAsset.devices
.
CSharp
var gamepad = InputSystem.AddDevice<Gamepad>();
var actions = new MyGeneratedActions();
actions.devices = new[] { gamepad };
InputSystem.RemoveDevice(gamepad);
// `actions.devices` is now an empty array.
InputActionMap
that is part of an InputActionAsset
now requires all actions in the asset to be disabled (case 1288335).
Assert
at runtime but now properly throws an InvalidOperationException
.1.1.0-preview.3
.rightTriggerButton
and leftTriggerButton
controls not being marked as synthetic and thus conflicting with rightTrigger
and leftTrigger
input (case 1293734).
rightTriggerButton
getting picked instead of the expected rightTrigger
control.InputUser
no longer sending InputUserChange.ControlsChanged
when adding a new user after previously, all users were removed.
AxisDeadzoneProcessor
min/max values not being settable to 0 in editor UI (case 1293744).clickCount
not being incremented correctly by InputSystemUIInputModule
for successive mouse clicks (case 1317239).OnPointerExit
received when changing UI state without moving pointer (case 1232705)..inputactions
of Player Prefab
referenced by PlayerInputManager
being destroyed on going into play mode, if the player prefab was a nested prefab (case 1319756).InputSystem.QueueEvent
calls from within InputAction
callbacks getting dropped entirely (case 1297339).InputSystemUIInputModule
being in invalid state when added from Awake
to a game object when entering playmode (case 1323566).Keyboard.current
becoming null
after OnScreenButton
is disabled or destroyed (case 1305016).Retrieving array element that was out of bounds
and SerializedProperty ... has disappeared!
errors when deleting multiple action bindings in the input asset editor (case 1300506).MonoBehaviours
not showing bindings added directly from within constructors (case 1291334).
CSharp
public class MyMB : MonoBehaviour {
// This would end up not showing the binding in the inspector.
public InputAction action = new InputAction(binding: "<Gamepad>/leftStick");
NullReferenceException
when reading values through InputAction.CallbackContext
on a OneModifierComposite
or TwoModifierComposite
binding.IndexOutOfRangeException
and null
elements in InputUser.lostDevices
when an InputUser
loses a devices from a control scheme with only optional devices (case 1275148).UNITY_INPUT_FORCE_XR_PLUGIN
.InputSystemUIInputModule
code path. More details in the manual.InputSystemUIInputModule
now has an xrTrackingOrigin
property. When assigned, this will transform all tracked device positions and rotations from it’s local space into Unity’s world space (case 1308480).InputSystemUIInputModule.GetLastRaycastResult
. This returns the most recent raycast result and can be used to draw ray visualizations or get information on the most recent UI object hit.InputStateBlock
support for kFormatSBit
when working with floats (case 1258003).Debug.Log(parsed.Length); // Prints 2. Debug.Log(parsed[0].layout); // Prints “XRController”. Debug.Log(parsed[0].name); // Prints an empty string. Debug.Log(parsed[0].usages.First()); // Prints “LeftHand”. Debug.Log(parsed[1].layout); // Prints null. Debug.Log(parsed[1].name); // Prints “trigger”.
* Can, for example, be used with `InputBinding.path`.
- Added a new API-only setting in the form of `InputSystem.settings.maxEventBytesPerUpdate`.
* Puts an upper limit on the number of event bytes processed in a single update.
* If exceeded, any additional event data will get thrown away and an error will be issued.
* Set to 5MB by default.
- Added a new API-only setting called `InputSystem.settings.maxQueuedEventsPerUpdate`.
* This limits the number of events that can be queued during event processing using the `InputSystem.QueueEvent` method. This guards against infinite loops in the case where an action callback queues an event that causes the same action callback to be called again.
- Added `InputSystemUIInputModule.AssignDefaultActions` to assign default actions when creating ui module in runtime.
- Added `UNITY_INCLUDE_TESTS` define constraints to our test assemblies, which is 2019.2+ equivalent to `"optionalUnityReferences": ["TestAssemblies"]`.
## [1.1.0-preview.3] - 2021-02-04
### Changed
- An upper limit of 1024 controls per device and 1kb of memory state per device has been introduced.
* This allows for certain optimizations.
* Should the limits prove too tight, they can be raised in the future.
* The most complex device we have at the moment (`Touchscreen`) has 242 controls and 616 bytes of state.
- `TouchSimulation` now __disables__ the `Pointer` devices it reads input from.
* This is to address the problem of mouse input leading to __both__ mouse and touch input happening concurrently. Instead, enabling touch simulation will now effectively __replace__ mouse and pen input with touch input.
* Devices such `Mouse` and `Pen` will remain in place but will not get updated. Events received for them will be consumed by `TouchSimulation`.
- Enabled XR device support on Switch.
### Fixed
- Fixed Right stick to use AXIS.Z and AXIS.RZ for Android gamepads.
- Fixed triggers to always use Axis.Gas and Axis.Brake for Android gamepads.
- Fixed precompiled layouts such as `FastKeyboard` leading to build time regressions with il2cpp (case 1283676).
- Fixed `InputDevice.canRunInBackground` not being correctly set for VR devices (thus not allowing them to receive input while the application is not focused).
- Fixed `InputUser.OnEvent` and `RebindingOperation.OnEvent` exhibiting bad performance profiles and leading to multi-millisecond input update times (case 1253371).
* In our own measurements, `InputUser.OnEvent` is >9 times faster than before and `RebindingOperation.OnEvent` is ~2.5 times faster.
- Fixed PS4 controller not recognized on Mac when connected over Bluetooth ([case 1286449](https://issuetracker.unity3d.com/issues/input-system-dualshock-4-zct1e-dualshock-2-v1-devices-are-not-fully-recognised-over-bluetooth)).
- Fixed `EnhancedTouch` leaking `NativeArray` memory on domain reloads ([case 1190150](https://issuetracker.unity3d.com/issues/new-input-system-simulated-touch-in-editor-doesnt-work)).
- Fixed `TouchSimulation` leading to `"Pointer should have exited all objects before being removed"` errors ([case 1190150](https://issuetracker.unity3d.com/issues/new-input-system-simulated-touch-in-editor-doesnt-work)).
- Fixed multi-touch not working with `InputSystemUIInputModule` ([case 1271942](https://issuetracker.unity3d.com/issues/android-onenddrag-not-being-called-when-there-are-at-least-2-touches-on-the-screen)).
* This also manifested itself when using On-Screen Controls and not being able to use multiple controls at the same time (for example, in the [Warriors demo](https://github.com/UnityTechnologies/InputSystem_Warriors)).
- Fixed restart prompt after package installation not appearing on Unity 2020.2+ ([case 1292513](https://issuetracker.unity3d.com/issues/input-system-after-package-install-the-update-slash-switch-and-restart-prompt-does-not-appear)).
- Fixed action with multiple bindings getting stuck in `Performed` state when two or more controls are pressed at the same time ([case 1295535](https://issuetracker.unity3d.com/issues/input-system-not-registering-multiple-inputs)).
* Regression introduced in 1.1-preview.2.
- Fixed `Touch.activeTouches` having incorrect touch phases after calling `EnhancedTouch.Disable()` and then `EnhancedTouch.Enable()` ([case 1286865](https://issuetracker.unity3d.com/issues/new-input-system-began-moved-and-ended-touch-phases-are-not-reported-when-a-second-scene-is-loaded)).
- Fixed compile errors related to XR/AR on console platforms.
#### Actions
- <a name="same_control_multiple_times_fix"></a>Fixed actions not triggering correctly when multiple bindings on the same action were referencing the same control ([case 1293808](https://issuetracker.unity3d.com/product/unity/issues/guid/1293808/)).
* Bindings will now "claim" controls during resolution. If several bindings __on the same action__ resolve to the same control, only the first such binding will successfully resolve to the control. Subsequent bindings will only resolve to controls not already referenced by other bindings on the action.
```CSharp
var action = new InputAction();
action.AddBinding("<Gamepad>/buttonSouth");
action.AddBinding("<Gamepad>/buttonSouth"); // Will be ignored.
action.AddBinding("<Gamepad>/button*"); // Will only receive buttonWest, buttonEast, and buttonNorth.
InputAction.controls
will now only contain any control at most once.Added a new high-performance way to iterate over changed controls in an event.
// Can optionally specify a magnitude threshold that controls must cross.
// NOTE: This will note allocate GC memory.
foreach (var control in eventPtr.EnumerateChangedControls(magnitudeThreshold: 0.1f))
Debug.Log($"Control {control} changed state");
This can be used, for example, to implement much more performant “any button pressed?” queries.
InputSystem.onEvent +=
(eventPtr, device) =>
{
// Ignore anything that is not a state event.
var eventType = eventPtr.type;
if (eventType != StateEvent.Type && eventType != DeltaStateEvent.Type)
return;
// Find all changed controls actuated above the button press threshold.
foreach (var control in eventPtr.EnumerateChangedControls
(device: device, magnitudeThreshold: InputSystem.settings.defaultButtonPressThreshold))
// Check if it's a button.
if (control is ButtonControl button)
Debug.Log($"Button {button} was pressed");
}
Added support for Step Counter sensors for iOS.
submit
and the cancel
actions of the UI input module now trigger on release instead of press. This makes the behavior consistent with clicks triggering UI response on release rather than press.InputActionType.Button
now respect button press (and release) points.
ButtonControl
. It will then stay performed and finally cancel only when the control falls back to or below the release threshold.InputAction.ReadValue<T>()
now always returns default<T>
when the action is canceled.
InputAction.CallbackContext.ReadValue<T>()
which already returned default<T>
when the action was canceled.Started
or Performed
.InputActionAsset.FindAction()
with just an action name will now return the first enabled action. If none of the actions are enabled, it will return the first action with a matching name as before (case 1207550).
```CSharp
var map1 = new InputActionMap(“map1”);
var map2 = new InputActionMap(“map2”);
map1.AddAction(“actionWithSameName”);
map2.AddAction(“actionWithSameName”);
var asset = ScriptableObject.CreateInstance();
asset.AddActionMap(map1);
asset.AddActionMap(map2);map2[“actionWithSameName”].Enable();
var action = asset[“actionWithSameName”]; // Before: “map1/actionWithSameName” // Now: “map2/actionWithSameName”
### Fixed
- Fixed player build causing `ProjectSettings.asset` to be checked out in Perforce ([case 1254502](https://issuetracker.unity3d.com/issues/projectsettings-dot-asset-is-checked-out-in-perforce-when-building-a-project-with-the-input-system-package-installed)).
- Fixed player build corrupting preloaded asset list in `PlayerSettings` if it was modified by another build processor.
- Fixed remoting in Input Debugger not working for devices in the player that are created from generated layouts (such as XR devices).
- Fixed potential `NullReferenceException` in `InputActionProperty` when the `InputActionReference` is `null`.
- Fixed "On-Screen Controls" sample still using `StandaloneInputModule` and thus throwing `InvalidOperationException` when used with "Active Input Handling" set to "Input System Package (New)" ([case 1201866](https://issuetracker.unity3d.com/issues/input-system-old-input-module-is-available-in-onscreencontrolssample-sample-scene-from-package)).
- Fixed `OnScreenButton` leaving button controls in pressed state when disabled in-between receiving `OnPointerDown` and `OnPointerUp`. Usually manifested itself by having to click the button twice next time it was enabled.
- Fixed exiting out of play mode in the Unity Editor while a test run is in progress leading to the Input System permanently losing all its state until the editor is restarted ([case 1251724](https://issuetracker.unity3d.com/issues/the-input-system-does-not-get-re-enabled-when-a-playmode-input-test-is-interrupted)).
- Fixed max values for `Axis` and `Double` controls stored as multi-bit fields being off by one ([case 1223436](https://issuetracker.unity3d.com/issues/value-equal-to-1-is-not-returned-by-the-input-system-when-reading-a-multi-bit-control)).
* Fix contributed by [jamre](https://github.com/jamre) in [962](https://github.com/Unity-Technologies/InputSystem/pull/962). Thank you!
- Fixed debug assert in `InputDeviceTester` sample when simultaneously pressing two buttons on gamepad ([case 1244988](https://issuetracker.unity3d.com/issues/input-system-runtime-errors-when-pressing-more-than-one-button-at-the-same-time)).
- Fixed use of UI `Slider` causing drag thresholds to no longer work ([case 1275834](https://issuetracker.unity3d.com/issues/inputsystem-drag-threshold-value-is-ignored-for-scroll-view-after-interacting-with-a-slider-slash-scroll-bar)).
- Fixed layout lists in Input Debugger not updating when removing layouts.
- Fixed device connects leading to different but similar device being reported as reconnected.
#### Actions
- Fixed Action with multiple bindings becoming unresponsive after a Hold interaction was performed ([case 1239551](https://issuetracker.unity3d.com/issues/input-system-hold-interaction-makes-an-input-action-unresponsive-when-2-or-more-binding-are-attached-to-the-same-input-action)).
- Fixed `NullReferenceException` when `Player Input` component `Create Action` is pressed and saved ([case 1245921](https://issuetracker.unity3d.com/issues/input-system-nullreferenceexception-is-thrown-when-player-input-component-create-action-is-pressed-and-saved)).
- Fixed `InputActionTrace.ActionEventPtr.ReadValueAsObject` leading to `InvalidCastException` when trying to read values that came from composite bindings.
- Fixed not being able to stack a `MultiTap` on top of a `Tap` ([case 1261462](https://issuetracker.unity3d.com/issues/multi-tap-and-tap-interactions-in-the-same-action-doesnt-work-properly)).
- Fixed rebinds triggered by the Enter key causing stuck Enter key states ([case 1271591](https://issuetracker.unity3d.com/issues/input-system-rebind-action-requires-two-inputs-slash-presses-when-using-the-enter-key)).
- Fixed `Map index on trigger` and `IndexOutOfRangeException` errors when using multiple Interactions on the same Action. ([case 1253034](https://issuetracker.unity3d.com/issues/map-index-on-trigger-and-indexoutofrangeexception-errors-when-using-multiple-interactions-on-the-same-action)).
- Fixed context menu in action editor not filtering out composites the same way that the `+` icon menu does. This led to, for example, a "2D Vector" composite being shown as an option for a button type action.
- Fixed initial state checks for composite bindings failing if performed repeatedly. For example, doing a `ReadValue<Vector2>` for a WASD binding would return an incorrect value after disabling the map twice while no input from the keyboard was received ([case 1274977](https://issuetracker.unity3d.com/issues/input-system-cannot-read-vector2-values-after-inputactionset-has-been-disabled-and-enabled-twice)).
- Fixed "Add Interaction" menu in action editor not filtering out interactions with incompatible value types ([case 1272772](https://issuetracker.unity3d.com/issues/new-input-system-action-gets-called-only-once-when-using-mouse-press-interaction)).
- Fixed `PlayerInput` no longer auto-switching control schemes if `neverAutoSwitchControlSchemes` was toggled off and back on after the component was first enabled ([case 1232039](https://issuetracker.unity3d.com/issues/input-system-auto-switch-locks-on-one-device-when-its-disabled-and-re-enabled-via-script)).
- Fixed action map name being the same as .inputactions asset name leading to compile errors when `Generate C# Class` is used; now leads to import error ([case 1212052](https://issuetracker.unity3d.com/issues/input-system-user-can-name-inputaction-asset-and-action-map-the-same-creating-compilation-errors-on-generation)).
- Fixed bindings not getting updated when binding by display name and there is no control with the given display name initially.
// If at the time this action is enabled, there’s no ä key on the keyboard, // this did not update properly later when switched to a layout that does have the key. var action = new InputAction(binding: “/#(ä)“);
### Added
- Added tvOS documentation entries in 'Supported Input Devices' page.
#### Actions
- Added "release thresholds" for buttons.
* Release points are now separated from press points by a percentage threshold.
* The threshold is defined by `InputSettings.buttonReleaseThreshold`.
* Thresholds are defined as percentages of press points. A release is thus defined as a button, after having reached a value of at least `InputSettings.defaultButtonPressPoint` (or whatever local press is used), falling back to a value equal to or less than `InputSettings.buttonReleaseThreshold` percent of the press point.
* This is intended to solve the problem of buttons flickering around button press points.
* The default threshold is set at 75%, that is, buttons release at 3/4 of the press point.
- Added new methods to the `InputAction` class:
* `InputAction.IsPressed()`: Whether a bound control has crossed the press threshold and has not yet fallen back below the release threshold.
* `InputAction.WasPressedThisFrame()`: Whether a bound control has crossed the press threshold this frame.
* `InputAction.WasReleasedThisFrame()`: Whether a bound control has fallen back below the release threshold this frame.
* `InputAction.WasPerformedThisFrame()`: Whether the action was performed at any point during the current frame. Equivalent to `InputAction.triggered`, which will be deprecated in the future.
* `InputAction.Reset()`: Forcibly reset the action state. Cancels the action, if it is currently in progress.
- Added `InputAction.GetTimeoutCompletionPercentage` to query the amount left to complete a currently ongoing interaction.
```CSharp
// Let's say there's a hold interaction on a "warp" action. The user presses a button bound
// to the action and then holds it. While the user holds the button, we want to know how much
// longer the user will have to hold it so that we can display feedback in the UI.
var holdCompleted = playerInput.actions["warp"].GetTimeoutCompletionPercentage();
OneModifierComposite
: This is a generalization of ButtonWithOneModifier
(which is still available but now hidden from the UI) which also represents bindings such as “SHIFT+1” but now can be used to target bindings other than buttons (e.g. “SHIFT+delta”).TwoModifiersComposite
: This is a generalization of ButtonWithTwoModifiers
(which is still available but now hidden from the UI) which also represents bindings such as “SHIFT+CTRL+1” but now can be used to target bindings other than buttons (e.g. “SHIFT+CTRL+delta”).Vector3Composite
: Works the same way Vector2Composite
does. Adds a forward
and backward
binding in addition to up
, down
, left
, and right
.The minimum version requirement for the Input System package has been moved up to 2019.4 LTS.
<auto-generated>
headers so they get ignored by Rider code analysis.partial
so that they can be manually extended.action.ChangeBinding(0).Erase()
now also erases all the bindings that are part of the composite.InputAction.performed
) will now defer resolution until after the callback has completed.
PlayerInput
from within an action callback led to an action’s state being released while the action was still in a callback.[UnityTest]
over several frames. Before, this required calling InputSystem.Update
manually.GravitySensor
, LinearAccelerationSensor
, and AttitudeSensor
not being initialized on iOS (case 1251382).NullReferenceException
s on ARMs with controls that receive automatic memory offsets.TouchControl.tapCount
resetting to 0 when “Script Debugging” is enabled (case 1194636).Touch.activeTouches
not having a TouchPhase.Began
entry for touches that moved in the same frame that they began in (case 1230656).Touch.activeTouches
.Touch.activeTouches
(most notably, a lot of time was spent in endlessly repetitive safety checks).EnhancedTouch
APIs not indicating that they need to be enabled with EnhancedTouchSupport.Enable()
.
InvalidOperationException
when used without being enabled.InputEventTrace.AllocateEvent
(case 1262496)
InputActionTrace.SubscribeToAll
.PlayerInput.SwitchCurrentActionMap
when called from action callback (case 1232893).Keyboard
, Mouse
, and Touchscreen
are now included as precompiled layouts greatly reducing instantiation time and GC heap cost for these devices. For Touchscreen
, this results in a >20x speed-up for InputSystem.AddDevice<Touchscreen>()
.SaveBindingOverridesAsJson
and LoadBindingOverridesFromJson
extension methods.
```CSharp
void SaveUserRebinds(PlayerInput player)
{
var rebinds = player.actions.SaveBindingOverridesAsJson();
PlayerPrefs.SetString(“rebinds”, rebinds);
}void LoadUserRebinds(PlayerInput player) {
var rebinds = PlayerPrefs.GetString("rebinds");
player.actions.LoadBindingOverridesFromJson(rebinds);
}
## [1.0.0] - 2020-04-23
### Fixed
- Fixed compilation issues in `TrackedDeviceRaycaster` when disabling built-in XR module.
## [1.0.0-preview.7] - 2020-04-17
### Fixed
- `VirtualMouseInput` not moving the software cursor when set to `HardwareCursorIsAvailable` but not having a hardware cursor ()
- Can now override built-in Android gamepad layouts. Previously, the input system would always choose its default defaults even after registering more specific layouts using `InputSystem.RegisterLayout`.
- `InputControlPath.TryGetControlLayout` no longer throws `NotImplementedException` for `<Mouse>/scroll/x` and similar paths where the layout is modifying a control it inherited from its base layout ([thread](https://forum.unity.com/threads/notimplementedexception-when-using-inputcontrolpath-trygetcontrollayout-on-mouse-controls.847129/)).
- Fixed compilation errors when disabling built-in VR and XR modules. ([case 1214248](https://issuetracker.unity3d.com/issues/enable-input-system-symbol-is-not-being-updated-when-the-input-system-is-changed-in-player-settings/)).
- Fixed compilation errors when disabling built-in Physics and Physics2D modules. ([case 1191392](https://issuetracker.unity3d.com/issues/inputsystem-trackeddeviceraycaster-has-hard-references-on-both-physics-and-physics2d)).
- No longer throws `NotImplementedException` when matching against a field of `InputDeviceDescription.capabilities` when the value of the field used scientific notation.
- No longer incorrectly matches fields of `InputDeviceDescription.capabilities` by prefix only (i.e. previously it would find the field "foo" when actually looking for "foobar").
- Input device debugger window slowing editor to a crawl when opened on PS4 DualShock controller.
- `InputUser.UnpairDevices()` corrupting user device list.
#### Actions
- Controls are now re-resolved after adding or removing bindings from actions ([case 1218544](https://issuetracker.unity3d.com/issues/input-system-package-does-not-re-resolve-bindings-when-adding-a-new-binding-to-a-map-that-has-already-generated-its-state)).
- Can now have spaces and special characters in action names when using `PlayerInput` with the `SendMessages` or `BroadcastMessages` behavior. Previously, an incorrect method name was generated (fix contributed by [BHSPitMonkey](https://github.com/BHSPitMonkey) in [#1022](https://github.com/Unity-Technologies/InputSystem/pull/1022); [case 1214519](https://issuetracker.unity3d.com/issues/player-input-send-messages-wont-trigger-when-input-action-name-contains-spaces)).
- Adding a new action now sets `expectedControlType` to `Button` as expected ([case 1221015](https://issuetracker.unity3d.com/issues/input-system-default-value-of-expectedcontroltype-is-not-being-set-when-creating-a-new-action)).
- Player joins with `PlayerInputManager` from button presses no longer fail if there are multiple devices of the same type present and the join was not on the first gamepad ([case 226920](https://fogbugz.unity3d.com/f/cases/1226920/)).
- `PlayerInputEditor` no longer leads to the player's `InputActionAsset` mistakenly getting replaced with a clone when the inspector is open on a `PlayerInput` component ([case 1228636](https://issuetracker.unity3d.com/issues/action-map-gets-lost-on-play-when-prefab-is-highlighted-in-inspector)).
- The control picker in the .inputactions editor will no longer incorrectly filter out layouts such as `Xbox One Gamepad (on XB1)` when using them in control schemes. Also, it will no longer filter out controls from base layouts (such as `Gamepad`) ([case 1219415](https://issuetracker.unity3d.com/issues/impossible-to-choose-gamepad-as-binding-path-when-control-scheme-is-set-as-xboxone-scheme)).
- `RebindOperation`s will no longer pick controls right away that are already actuated above the magnitude threshold when the operation starts. Instead, these controls will have to change their actuation from their initial level such that they cross the magnitude threshold configured in the operation ([case 1215784](https://issuetracker.unity3d.com/issues/unnecessary-slash-unwanted-binding-candidates-are-found-when-detecting-and-changing-an-input-value-of-an-input-device)).
- Newly added actions and action maps are now scrolled to when there are more items than fit into view. Previously newly added item was appended but outside of the visible area.
- Actions and bindings in the `.inputactions` editor are no longer force-expanded on every domain reload and whenever a new action or binding is added.
- The importer for `.inputactions` assets will now check out from version control the generated .cs file when overwriting it – which only happens if the contents differ ([case 1222972](https://issuetracker.unity3d.com/issues/inputsystem-editor-generated-c-number-file-is-not-checked-out-when-overwriting)).
- The editor for `.inputactions` assets will now check out from version control the asset before saving it.
- Drag-reordering action maps no longer throws "Should have drop target" asserts in the console (case [1229146](https://issuetracker.unity3d.com/issues/inputsystem-reordering-of-actionmaps-in-input-action-window-fails-and-throws-should-have-drop-target-error)).
- Drag-reordering actions no longer changes action IDs of some of the existing actions ([case 1231233](https://issuetracker.unity3d.com/issues/input-systems-action-ids-dont-stick-with-action-names-when-input-actions-are-reorganized)).
- References to `InputActionReference` objects created by the importer for `.inputactions` files are no longer broken when the action referenced by the object is renamed ([case 1229145](https://issuetracker.unity3d.com/issues/inputsystem-inputactionreference-loses-guid-when-its-action-is-moved-or-renamed-in-the-inputaction-asset)).
* __NOTE: This fix does not apply to existing `InputActionReference` instances.__ The problem was inherent in the internal file IDs generated for actions – which were affected by action and map names. Thus, changing the name of an action or map would change the resulting file ID of the `InputActionReference`.<br>However, changing file IDs will break any existing reference to the object. Thus we had to preserve the existing `InputActionReference` objects under their original file ID. We hide them in the Project Browser, however. The ones that are visible now have the new, fixed file IDs.<br>To switch existing `InputActionReference` properties to the new file IDs, simply replace them with the newly created `InputActionReference`.
### Changed
- `InputDevice.all` has been deprecated due to the confusion it creates with other getters like `Gamepad.all`. Use `InputSystem.devices` instead ([case 1231216](https://issuetracker.unity3d.com/issues/joystick-dot-all-lists-more-than-just-joysticks)).
* In the same vein, we added a new `Joystick.all` getter that works the same as `Gamepad.all`.
- Changed UI Package to be optional dependency. Removing the package will now disable all UI relevant Input code.
## [1.0.0-preview.6] - 2020-03-06
### Changed
* `InputSystemUIInputModule.trackedDeviceSelect` has been removed. Use `InputSystemUIInputModule.leftClick` instead.
* `InputSystemUIInputModule.repeatDelay` has been renamed to `moveRepeatDelay` and `repeatRate` has been renamed to `moveRepeatRate`.
### Fixed
- 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](https://issuetracker.unity3d.com/issues/input-system-onpointerexit-does-not-work)).
- 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](https://forum.unity.com/threads/error-while-switching-between-action-maps.825204/)).
- 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](https://issuetracker.unity3d.com/issues/input-system-input-actions-cause-exceptions-and-should-not-get-here-errors-to-appear-after-deleting-an-action-map)).
- `PressInteraction` no longer misses the next button press if it gets reset from within the `performed` callback ([case 1205285](https://issuetracker.unity3d.com/issues/inputsystem-problem-with-button-state-after-deactivating-and-reactivating-an-action-map)).
- `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](https://issuetracker.unity3d.com/issues/input-system-invert-processors-have-no-effect-on-the-inputaction-dot-callbackcontext-value)).
- Fixed `InputSystem.onActionChange` getting invoked too many times on binding changes.
### Added
- `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`.
## [1.0.0-preview.5] - 2020-02-14
### Changed
- We've changed the rules that govern how action phases have to progress:
* __This is a breaking change!__
- The primary effect is additional callbacks getting triggered.
* __Before__:
- There were no enforced rules about how an action would go through `InputAction.started`, `InputAction.performed`, and `InputAction.canceled`. Which of the callbacks were triggered and in what order depended on a number of factors, the biggest influencer of which were the different interactions that could be applied to actions (like `Press` or `Hold`).
- This made for unpredictable and frequently surprising results. In addition, it led to bugs where, for [example](https://issuetracker.unity3d.com/issues/input-system-ui-becomes-unresponsive-after-the-first-ui-button-press), adding a `Press` interaction to the `Click` action of `InputSystemUIInputModule` would cause the click state to get stuck because the click action would never cancel.
* __Now__:
- The system will now *always* trigger `InputAction.started` first. If this is not done explicitly, it happens implicitly.
- Likewise, the system will now *always* trigger `InputAction.canceled` before going back to waiting state. Like with `InputAction.started`, if this isn't done explicitly, it will happen implicitly. This implies that `InputAction.canceled` no longer signifies an action getting aborted because it stopped after it started but before it performed. It now simply means "the action has ended" whether it actually got performed or not.
- In-between `InputAction.started` and `InputAction.canceled`, `InputAction.performed` may be triggered arbitrary many times (including not at all).
* While late in the cycle for 1.0, we've opted to make this change now in order to fix a range of bugs and problems we've observed that people encountered because of the previous behavior of the system.
- Related to the change above, the behavior of `PressInteraction` has been tweaked and now is the following:
* `Press Only`: Starts and immediately performs when pressed, then stays performed and cancels when button is released.
* `Release Only`: Starts when button is pressed and then performs and immediately cancels when the button is released.
* `Press And Release`: Starts and immediately performs when button is pressed, then stays performed and performs again and immediately cancels when button is released.
- `Vector2Composite` now has a `mode` parameter which can be used to choose between `DigitalNormalized` (the default), `Digital` (same as `DigitalNormalized` but does not normalize the resulting vector), and `Analog` (uses float input values as is).
* `Vector2Composite.normalize` has been deprecated. Note that it will not work together with `Analog`. The parameter will be removed in the future.
### Fixed
- XR controllers and HMDs have proper display names in the UI again. This regressed in preview.4 such that all XR controllers were displayed as just "XR Controller" in the UI and all HMDs were displayed as "XR HMD".
- `InputSystemUIInputModule` no longer generates GC heap garbage every time mouse events are processed.
- Fixed a bug where an internal array helper method was corrupting array contents leading to bugs in both `InputUser` and `Touch`.
- Fixed exception when saving changes to an Input Action asset and the parent directory has been renamed. ([case 1207527](https://issuetracker.unity3d.com/issues/input-system-console-errors-appear-when-you-save-input-action-asset-after-changing-the-name-of-the-folder-containing-it))
#### Actions
- The regression in 1.0.0-preview.4 of `PlayerInputManager` not joining players correctly if a scheme has more than one device requirement has been fixed.
* This most notably manifested itself with keyboard+mouse control schemes.
- `PlayerInputManager` will no longer join players when control schemes are used and none of the schemes produces a successful match based on the devices available for the join.
- When no action map is selected in action editor, plus icon to add an action is now disabled; formerly threw an exception when clicked (case 1199562).
- Removing a callback from actions from the callback itself no longer throws `ArgumentOutOfRangeException` ([case 1192972](https://issuetracker.unity3d.com/issues/input-system-package-argumentoutofrangeexception-error-is-thrown-when-the-callback-is-removed-while-its-being-triggered)).
- "Invalid user" `ArgumentException` when turning the same `PlayerInput` on and off ([case 1198889](https://issuetracker.unity3d.com/issues/input-system-package-argumentexception-invalid-user-error-is-thrown-when-the-callback-disables-game-object-with-playerinput)).
- The list of device requirements for a control scheme in the action editor no longer displays devices with their internal layout name rather than their external display name.
- `StackOverflowException` when `Invoke Unity Events` is selected in `PlayerInput` and it cannot find an action (#1033).
- `HoldInteraction` now stays performed after timer has expired and cancels only on release of the control ([case 1195498](https://issuetracker.unity3d.com/issues/inputsystem-inputaction-dot-readvalue-returns-0-when-a-hold-action-is-performed-for-hold-time-amount-of-time)).
- Foldouts in the various action UIs now properly toggle their expansion state when clicked in Unity 2019.3+ ([case 1213781](https://issuetracker.unity3d.com/issues/input-system-package-playerinput-component-events-menu-doesnt-expand-when-clicked-directly-on-the-arrow-icon)).
### Added
- We've added a new `Simple Multiplayer` sample which demonstrates a simple, bare-bones local multiplayer setup.
- We've also added a `Gamepad Mouse Cursor` sample that shows how to drive a UI mouse cursor using the gamepad.
- The sample contains a reusable `VirtualMouseInput` component that does most of the work.
- Added a `Deselect On Background Click` option to `InputSystemUIInputModule`. This allows toggling the behavior off where clicking the mouse and not hitting a `GameObject` will automatically clear the current selection -- which will break keyboard and gamepad navigation.
## [1.0.0-preview.4] - 2020-01-24
This release includes a number of Quality-of-Life improvements for a range of common problems that users have reported.
### Added
- To aid in debugging issues, we've extended the system's event tracing and replay functionality to allow persisting and replaying arbitrary input event streams.
* `InputEventTrace` now has APIs to persist the events to disk and to load them back in from previously persisted event streams. The same API can be used to persist in arbitrary C# `Stream` instances, not just in file streams.
```CSharp
// Write.
myTrace.WriteTo("file.inputtrace");
// Read.
InputEventTrace.LoadFrom("file.inputtrace");
```
* `InputEventTrace` now has built-in replay functionality.
```CSharp
myTrace.Replay().PlayAllFramesOneByOne();
```
* The event trace in device windows of the Input Debugger has been extended with controls to save and load traces.
- We've added a new `InputRecording` sample which has a reusable `MonoBehaviour` component that can be used to capture and replay device activity.
- `Keyboard` now has a `FindKeyOnCurrentKeyboardLayout` method to look up key controls by their display names.
- Keyboards now have synthetic controls that combine left and right variants of modifier keys.
* This means that you can bind to just "shift" now, for example, instead of having to bind to both "left shift" and "right shift".
```CSharp
new InputAction(binding: "<Keyboard>/shift");
```
* The controls are also available as properties on `Keyboard`.
```CSharp
if (Keyboard.current.shiftKey.isPressed) /* ... */;
// Is equivalent to:
if (Keyboard.current.leftShiftKey.isPressed ||
Keyboard.current.rightShiftKey.isPressed) /* ... */;
```
#### Actions
- `PlayerInput` now has a new `Controls Changed` event/message which is triggered when the control setup of the player changes (e.g. when switching control schemes).
```CSharp
public void OnControlsChanged()
{
// Update UI display hints, for example...
}
```
- We've added APIs to simplify turning bindings into strings suitable for display in UIs.
```CSharp
// Takes things such as currently bound controls and active binding masks into account
// and can handle composites.
action.GetBindingDisplayString();
```
* Related to this, custom binding composites can now be annotated with the new `DisplayStringFormat` attribute to control how composites as a whole are turned into display strings.
```CSharp
[DisplayStringFormat("{button}+{stick}")]
public class MyComposite : InputBindingComposite<Vector2>
{
[InputControl(layout = "Button")] public int button;
[InputControl(layout = "Stick")] public int stick;
}
```
- `InputActionRebindingExtension.RebindingOperation` has a new configuration method `WithMatchingEventsBeingSuppressed` which allows suitable input events to automatically be swallowed while a rebind is ongoing. This greatly helps with not having something else respond to input while a rebind is in progress.
- We've added two new samples:
* __Rebinding UI__: Demonstrates how to create a rebinding screen using the Input System's APIs. The sample also includes a reusable prefab you can use directly in your projects to quickly put rebinding screens together.
* __In-Game Hints__: Demonstrates how to show context-sensitive help that respects the current control scheme.
### Changed
- The logic for resetting devices on focus loss has changed somewhat:
* When focus is lost, all devices are forcibly reset to their default state. As before, a `RequestResetCommand` for each device is also sent to the backend but regardless of whether the device responds or not, the input state for the device will be overwritten to default.
* __Noisy controls are exempted from resets__. The assumption here is that noisy controls most often represent sensor readings of some kind (e.g. tracking data) and snapping the values back to their default will usually
* If `Application.runInBackground` is `true`, all devices that return `true` from `InputDevice.canRunInBackground` are exempted from resets entirely. This, for example, allows XR devices to continue running regardless of focus change.
* This fixes problems such as keyboard keys getting stuck when alt-tabbing between applications (case 1206199).
- `InputControlExtensions.GetStatePtrFromStateEvent` no longer throws `InvalidOperationException` when the state format for the event does not match that of the device. It simply returns `null` instead (same as when control is found in the event's state).
- `InputEventTrace` instances are no longer disposed automatically from their finalizer but __MUST__ be disposed of explicitly using `Dispose()`.
* This is to allow event traces to survive domain reloads. If they are disposed of automatically during finalizers, even if they survive the reload, the next GC will cause traces to be deallocated.
#### Actions
* `InputActionRebindingExtensions.PerformInteractiveRebinding` has been greatly enhanced to apply a wide range of default configurations to the rebind. This greatly reduces the need to manually configure the resulting rebind.
```CSharp
// Start a rebind with the default configuration.
myAction.PerformInteractiveRebinding().Start();
```
- Pointer position input will be ignored by default.
- If not a suitable binding target itself, `<Keyboard>/escape` will automatically be made to quit the rebind.
- Events with control input not explicitly matching exclusions will now get suppressed. This prevents input actions from getting triggered while a rebind is in progress.
- The expected control type is automatically adjusted if a part binding of a composite is targeted by the rebind (e.g. if the action expects a `Vector2` but the part binding expects a `Button`, the rebind switches automatically to `Button`).
- If the targeted binding is part of a control scheme, controls will automatically be restricted to match the device requirements of the control scheme. For example, if the binding belongs to a "Keyboard&Mouse" scheme that has `<Keyboard>` and a `<Mouse>` requirement, the rebind will ignore input on gamepads.
- As before, you can always create a `RebindingOperation` from scratch yourself or wipe/alter the configuration returned by `PerformInteractiveRebinding` however you see fit.
- Control schemes can now handle ambiguity.
* This means that, for example, you can now have one control scheme for generic gamepads and another control scheme specifically for PS4 controllers and the system will reliably pick the PS4 scheme when a PS4 controller is used and fall back to the generic gamepad scheme otherwise.
* While this is exposed as a new `score` property on `InputControlScheme.MatchResult`, no code changes are necessary to take advantage of this feature.
- `PlayerInput.active` has been renamed to `PlayerInput.inputIsActive` to avoid ambiguities with `GameObject` activation.
### Fixed
- `InputUser` in combination with touchscreens no longer throws `InvalidOperationException` complaining about incorrect state format.
* In a related change, `InputControlExtensions.GetStatePtrFromStateEvent` now works with touch events, too.
- Stack overflow in `InputTestFixture.currentTime` getter.
- Input that occurs in-between pressing the play button and the game starting no longer leaks into the game (case 1191342).
* This usually manifested itself as large accumulated mouse deltas leading to such effects as the camera immediately jerking around on game start.
- Removing a device no longer has the potential of corrupting state change monitors (and thus actions getting triggered) from other devices.
* This bug led to input being missed on a device once another device had been removed.
- `TrackedDevice` layout is no longer incorrectly registered as `Tracked Device`.
- Event traces in the input debugger are no longer lost on domain reloads.
- `IndexOutOfRangeException` being thrown when looking up controls on XR devices.
#### Actions
- Clicking the "Replace with InputSystemUIInputModule" button in the inspector when looking at `StandaloneInputModule`, the resulting operation is now undoable and will properly dirty the scene.
## [1.0.0-preview.3] - 2019-11-14
### Fixed
- Fixed wrong event handlers getting removed when having three or more handlers on an event (case 1196143).
* This was an bug in an internal data structure that impacted a number of code paths that were using the data structure.
- Fixed `LayoutNotFoundException` being thrown when `InputControlPath.ToHumanReadableString` referenced a layout that could not be found.
## [1.0.0-preview.2] - 2019-11-04
### Changed
- 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.
### Fixed
- 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.
### Added
- Added a new `EditorWindow Demo` sample that illustrates how to use the input system in editor UI code.
## [1.0.0-preview.1] - 2019-10-11
### Changed
- 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.
### Fixed
- 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.
### Added
- 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.
## [1.0.0-preview] - 2019-09-20
### Fixed
- Will now close Input Action Asset Editor windows from previous sessions when the corresponding action was deleted.
- Fixed an issue where Stick Controls could not be created in Players built with medium or high code stripping level enabled.
- Fixed incorrect default state for axes on some controllers.
#### Actions
- Fixed `CallbackContext.ReadValue` throwing when invoked during device removal
### Changed
### Added
## [0.9.6-preview] - 2019-09-06
### Fixed
- Exceptions in scenes of `Visualizers` sample if respective device was not present on system (e.g. in `PenVisualizer` if no pen was present in system).
- Fixed exception in Input Action Asset Editor window when typing whitespace into the search field.
- Fixed control scheme popup window in input action asset editor window showing in the correct screen position on windows.
#### Actions
- Setting timeouts from `IInputInteraction.Process` not working as expected when processing happened in response to previous timeout expiring (#714).
- Pending timeouts on a device not being removed when device was removed.
### Changed
- Replaced `HIDSupport.shouldCreateHID` event with a new `HIDSupport.supportedHIDUsages` property, which takes an array of supported usages.
### Added
#### Actions
- Added `PlayerInput.neverAutoSwitchControlSchemes` to disable logic that automatically enables control scheme switching when there is only a single `PlayerInput` in the game.
- Added `PlayerInput.SwitchControlScheme` to switch schemes manually.
## [0.9.5-preview] - 2019-08-29
### Fixed
- Don't pass events for null devices (for devices which have not been created) to `InputSystem.onEvent` callbacks.
- Will close debugger input state windows, when the state is no longer valid instead of throwing exceptions.
- Fixed pointer coordinates in editor windows for non-mouse pointing devices.
- Fixed using the input system in il2cpp when managed stripping level is set higher then "Low".
- Device debugger window will still show when reading from specific controls throws exceptions.
- Offsets and sizes for elements on Linux joysticks are now computed correctly.
- Joysticks now have a deadzone processor on the stick itself.
- Up/down/left/right on sticks are now deadzoned just like X and Y on sticks are.
- Removed toplevel `X` and `Y` controls on HIDs when there is a `Stick/X` and `Stick/Y` added for the device.
- HID fallback can now deal with sticks that have X and Y controls of different sizes and sitting in non-contiguous locations in the HID input report.
- Button 1 on HID joysticks will now correctly come out as the `trigger` control. Previously, the trigger control on the joystick was left pointing to random state.
#### Actions
- Binding paths now show the same way in the action editor UI as they do in the control picker.
* For example, where before a binding to `<XInputController>/buttonSouth` was shown as `rightShoulder [XInputController]`, the same binding will now show as `A [Xbox Controller]`.
- When deleting a control scheme, bindings are now updated. A dialog is presented that allows choosing between deleting the bindings or just unassigning them from the control scheme.
- When renaming a control scheme, bindings are now updated. Previously the old name was in place on bindings.
- Control scheme names can no longer be set to empty strings.
- `PlayerInput.Instantiate` now correctly sets up a given control scheme, if specified.
* When passing a `controlScheme:` argument, the result used to be a correctly assigned control scheme at the `InputUser` level but no restrictions being actually applied to the bindings, i.e. every single binding was active regardless of the specified control scheme.
- NullReferenceExceptions during event processing from `RebindingOperation`.
### Changed
- `InputUser.onUnpairedDeviceUsed` now receives a 2nd argument which is the event that triggered the callback.
* Also, the callback is now triggered __BEFORE__ the given event is processed rather than after the event has already been written to the device. This allows updating the pairing state of the system before input is processed.
* In practice, this means that, for example, if the user switches from keyboard&mouse to gamepad, the initial input that triggered the switch will get picked up right away.
- `InputControlPath.ToHumanReadableString` now takes display names from registered `InputControlLayout` instances into account.
* This means that the method can now be used to generate strings to display in rebinding UIs.
- `AxisControl.clamp` is now an enum-valued property rather than a bool. Can now perform clamping *before* normalization.
#### Actions
- When switching devices/controls on actions, the system will no longer subsequently force an initial state check on __all__ actions. Instead, every time an action's bindings get re-resolved, the system will simply cancel all on-going actions and then re-enable them the same way it would happen by manually calling `InputAction.Enable`.
- Removed non-functional `InputControlScheme.baseScheme` API and `basedOn` serialized property. This was never fully implemented.
### Added
- Can right-click devices in Input Debugger (also those under "Unsupported") and select "Copy Device Description" to copy the internal `InputDeviceDescription` of the device in JSON format to the system clipboard.
* This information is helpful for us to debug problems related to specific devices.
- If a device description has been copied to the clipboard, a new menu "Paste Device Description as Device" entry in the "Options" menu of the input debugger appears. This instantiates the device from the description as if it was reported locally by the Unity runtime.
## [0.9.3-preview] - 2019-08-15
### Fixed
- `XInputController` and `XboxOneGamepad` no longer have two extraneous, non-functional "menu" and "view" buttons.
- Fixed `InputUser.onUnpairedDeviceUser` ignoring input on controls that do not support `EvaluateMagnitude`.
* This led to situations, for example, where `PlayerInput` would not initialize a control scheme switch from a `<Mouse>/delta` binding as the delta X and Y axes do not have min&max limits and thus return -1 from `EvaluateMagnitude`.
- Fixed available processor list not updated right away when changing the action type in the Input Action editor window.
#### Actions
- `NullReferenceException` when the input debugger is open with actions being enabled.
- When selecting a device to add to a control scheme, can now select devices with specific usages, too (e.g. "LeftHand" XRController).
### Changed
- Removed `timesliceEvents` setting - and made this tied to the update mode instead. We now always time slice when using fixed updates, and not when using dynamic updates.
- When adding a composite, only ones compatible with the value type of the current action are shown. This will, for example, no longer display a `2D Vector` composite as an option on a floating-point button action.
- The `InputState.onChange` callback now receives a second argument which is the event (if any) that triggered the state change on the device.
### Added
- `InputSystemUIInputModule` can now track multiple pointing devices separately, to allow multi-touch input - required to allow control of multiple On-Scree controls at the same time with different fingers.
- Two new composite bindings have been added.
* `ButtonWithOneModifier` can be used to represent shortcut-like bindings such as "CTRL+1".
* `ButtonWithTwoModifiers` can be used to represent shortcut-like bindings such as "CTRL+SHIFT+1".
## [0.9.2-preview] - 2019-08-09
### Fixed
- A `RebindingOperation` will now fall back to the default path generation behavior if the callback provided to `OnGeneratePath` returns null.
- Fixed the Input Action editor window throwing exceptions when trying to view action properties.
### Actions
- `PlayerInput` will now copy overrides when creating duplicate actions.
- It is now possible to use an empty binding path with a non empty override path.
- It is now possible to use set an empty override path to disable a binding.
- It is not possible to query the effectively used path of a binding using `effectivePath`.
- Actions embedded into MonoBehaviour components can now have their properties edited in the inspector. Previously there was no way to get to the properties in this workflow. There is a gear icon now on the action that will open the action properties.
### Changed
### Added
- Added a new sample to the package called `SimpleDemo`. You can install the sample from the package manager. See the [README.md](https://github.com/Unity-Technologies/InputSystem/Assets/Samples/SimpleDemo/README.md) file for details about the sample.
## [0.9.1-preview] - 2019-08-08
### Fixed
- Fixed GC heap garbage being caused by triggered by event processing.
* This meant that every processing of input would trigger garbage being allocated on the managed heap. The culprit was a peculiarity in the C# compiler which caused a struct in `InputEventPtr.IsA` to be allocated on the heap.
- The bindings selection popup window will now show child controls matching the current action type even if the parent control does not match.
- Fixed `duration` values reported for Hold and Press interactions.
- DualShock 3 on macOS:
* Fixed actions bound to the dpad control performing correctly.
* Fixed non-present touchpad button control being triggered incorrectly.
- Fixed compile issues with switch classes on standalone Linux.
- Leak of unmanaged memory in `InputControlList`.
#### Actions
- Fixed actions not updating their set of controls when the usages of a device are changed.
- Composite bindings with the default interaction will now correctly cancel when the composite is released, even if there are multiple composite bindings on the action.
### Changed
- `MouseState`, `KeyboardState`, and `GamepadState` have been made public again.
- `PlayerInput` and `PlayerInputManager` have been moved from the `UnityEngine.InputSystem.PlayerInput` namespace to `UnityEngine.InputSystem`.
- The signature of `InputSystem.onEvent` has changed. The callback now takes a second argument which is the device the given event is sent to (null if there's no corresponding `InputDevice`).
// Before: InputSystem.onEvent +=
eventPtr =>
{
var device = InputSystem.GetDeviceById(eventPtr.deviceId);
//...
};
// Now: InputSystem.onEvent +=
(eventPtr, device) =>
{
//...
};
- The signatures of `InputSystem.onBeforeUpdate` and `InputSystem.onAfterUpdate` have changed. The callbacks no longer receive an `InputUpdateType` argument.
* Use `InputState.currentUpdateType` in case you need to know the type of update being run.
- `InputUpdateType` has been moved to the `UnityEngine.InputSystem.LowLevel` namespace.
- `InputSystem.Update(InputUpdateType)` has been removed from the public API.
- The way input devices are built internally has been streamlined.
* `InputDeviceBuilder` is now internal. It is no longer necessary to access it to look up child controls. Simply use `InputControl.GetChildControl` instead.
* To build a device without adding it to the system, call the newly added `InputDevice.Build` method.
```
InputDevice.Build<Mouse>();
```
* `InputSystem.SetLayoutVariant` has been removed. Layout variants can no longer be set retroactively but must be decided on as part of device creation.
- `InputSystem.RegisterControlProcessor` has been renamed to just `InputSystem.RegisterProcessor`.
#### Actions
* `InputAction.ReadValue<TValue>()` is longer correlated to `InputAction.triggered`. It simply returns the current value of a bound control or composite while the action is being interacted with.
* `InputInteractionContext.PerformedAndGoBackToWaiting` has been renamed to just `InputInteractionContext.Performed`.
#### Actions
- Individual composite part bindings can now no longer have interactions assigned to them as that never made any sense.
### Added
- Devices can now have more than one usage.
* Call `InputSystem.AddDeviceUsage(device,usage)` to add additional usages to a device.
* Call `InputSystem.RemoveDeviceUsage(device,usage)` to remove existing usages from a device.
* `InputSystem.SetDeviceUsage(device,usage)` still exists. It will clear all existing usages from the given device.
- A new `VisualizerSamples` sample that can be installed through the package manager.
* Contains two components `InputControlVisualizer` and `InputActionVisualizer` that help visualizing/debugging control/device and action activity through in-game overlays. A few sample scenes illustrate how to use them.
#### Actions
- Added `InputAction.ReadValueAsObject` API.
- Added `InputAction.activeControl` API.
## [0.9.0-preview] - 2019-07-18
### Fixed
- Validate all parameters on public APIs.
- Fixed an internal bug in `InlinedArray.RemoveAtByMovingTailWithCapacity`, which could cause data corruption.
- Fixed Xbox controller support on macOS il2cpp.
- Fixed issue of Xbox gamepads on Windows desktop not being able to navigate left and down in a UI.
- Allow using InputSystem package if the XR, VR or Physics modules are disabled for smaller builds.
- Fixed documentation landing page and table of contents.
- Fixed tracked devices assigning pointer ids for UI pointer events correctly.
- Adjusted some UI Elements to fit the Unity 19.3 font.
- Fixed NullReferenceException being thrown when project changes.
- Fixed duplicate devices showing in the "Supported Devices" popup when using a search filter.
- Fixed an error when adding new bindings in the Input Actions editor window when a filter was applied.
- Fixed scroll wheel handling in `InputSystemUIInputModule` not being smooth.
- Fixed compile errors from Switch Pro controller code on Linux.
#### Actions
- Fixed `CallbackContext.control` referencing the composite member control which was actually actuated for this trigger for composite bindings.
- Generated C# wrappers for .inputactions assets are no longer placed in Assets/Assets/ folder on Windows.
### Added
- Touch support has been reworked and extended.
* `Touchscreen.touch[0..9]` are now bindable from the control picker.
* `Touchscreen.primaryTouch` is now a separate control which tracks the primary touch on the screen.
* The controls `Touchscreen` inherits from `Pointer` (such as `position`, `phase`, and `delta`) are now tied to `Touchscreen.primaryTouch` and allow for `Touchscreen` to function as a generic `Pointer` (like `Mouse` and `Pen`).
* `Touchscreen.press` (renamed from `Touchscreen.button`) is now a working, synthetic button that is down whenever at least one finger is on the screen.
* Recording of start time and start position has been added to touches.
- `TouchControl.startPosition` gives the starting position of the touch.
- `TouchControl.startTime` gives the starting time of the touch.
* Tap detection has been added to `Touchscreen`.
- Tap time (i.e. time within which a press-and-release must be completed for a tap to register) corresponds to `InputSettings.defaultTapTime`.
- Tap release must happen within a certain radius of first contact. This is determined by a new setting `InputSettings.tapRadius`.
- `TouchControl.tap` is a new button control that triggers then the touch is tapped. Note that this happens instantly when a touch ends. The button will go to 1 and __immediately__ go back to 0. This means that polling the button in `Update`, for example, will never trigger a tap. Either use actions to observe the button or use the `Touch` API from `EnhancedTouch` to poll taps.
* `Touchscreen.activeTouches` has been removed. Use `Touch.activeTouches` from the new enhanced touch API instead for more reliable touch tracking.
* `Touchscreen.allTouchControls` has been renamed to `Touchscreen.touches`.
* A new `EnhancedTouch` plugin has been added which offers an enhanced `Touch` and `Finger` API to reliably track touches and fingers across updates. This obsoletes the need to manually track touch IDs and phases and gives access to individual touch history.
* Touch can be simulated from mouse or pen input now. To enable simulation, call `TouchSimulation.Enable()` or put the `TouchSimulation` MonoBehaviour in your scene. Also, in the input debugger, you can now enable touch simulation from the "Options" dropdown.
- Changing state has been decoupled from events. While input events are the primary means by which to trigger state changes, anyone can perform state changes manually now from anywhere.
```
InputState.Change(gamepad.leftStick, new Vector2(123, 234));
```
* This change makes it possible to update state __from__ state and thus synthesize input data from other input coming in.
- A new API for recording state changes over time has been added.
```
var history = new InputStateHistory("<Gamepad>/leftStick");
history.StartRecording();
//...
foreach (var record in history)
Debug.Log(record);
```
- Added support for generic joysticks on WebGL (which don't use the standard gamepad mapping).
- Added support for DualShock 3 gamepads on desktops.
- Added support for Nintendo Switch Pro Controllers on desktops.
#### Actions
- Actions now also have a __polling API__!
* `InputAction.triggered` is true if the action was performed in the current frame.
* `InputAction.ReadValue<TValue>()` yields the last value that `started`, `performed`, or `cancelled` (whichever came last) was called with. If the action is disabled, returns `default(TValue)`. For `InputActionType.Button` type actions, returns `1.0f` if `triggered==true` and `0.0f` otherwise.
- Generated C# wrappers for .inputactions can now placed relative to the .inputactions file by specifying a path starting with './' (e.g. `./foo/bar.cs`).
### Changed
- **The system no longer supports processing input in __BOTH__ fixed and dynamic updates**. Instead, a choice has to be made whether to process input before each `FixedUpdate()` or before each `Update()`.
* Rationale: the existing code that supported having both updates receive input independently still had several holes and became increasingly complex and brittle. Our solution was based on not actually processing input twice but on channeling input concurrently into both the state of both updates. Together with the fact that specific inputs have to reset (and possibly accumulate) correctly with respect to their update time slices, this became increasingly hard to do right. This, together with the fact that we've come to increasingly question the value of this feature, led us to removing the capability while preserving the ability to determine where input is processed.
* NOTE: Timeslicing is NOT affected by this. You can still switch to `ProcessEventInFixedUpdates` and get events timesliced to individual `FixedUpdate` periods according to their timestamps.
* `InputSettings.UpdateMode.ProcessEventsInBothFixedAndDynamicUpdate` has been removed.
* `InputSettings.UpdateMode.ProcessEventsInDynamicUpdateOnly` has been renamed to `InputSettings.UpdateMode.ProcessEventsInDynamicUpdate` and is now the default.
* `InputSettings.UpdateMode.ProcessEventsInFixedUpdateOnly` has been renamed to `InputSettings.UpdateMode.ProcessEventsInFixedUpdate`.
- Added icons for PlayerInput, PlayerInputManager, InputSystemUIInputModule and MultiplayerEventSystem components.
- Changed `Keyboard` IME properties (`imeEnabled`, `imeCursorPosition`) to methods (`SetIMEEnabled`, `SetIMECursorPosition`).
- Added getters to all `IInputRuntime` properties.
- Replace some `GetXxx` methods in our API with `xxx` properties.
- `Pointer.phase` has been removed and `PointerPhase` has been renamed to `TouchPhase`. Phases are now specific to touch. `PointerPhaseControl` has been renamed to `TouchPhaseControl`.
- `Pointer.button` has been renamed to `Pointer.press` and now is a control that indicates whether the pointer is in "press down" state.
* For mouse, corresponds to left button press.
* For pen, corresponds to tip contact.
* For touch, corresponds to primary touch contact (i.e. whether __any__ finger is down).
- The state change monitor APIs (`IInputStateChangeMonitor` and friends) have been moved out of `InputSystem` into a new static class `InputState` in `UnityEngine.Experimental.Input.LowLevel`.
* Rationale: These APIs are fairly low-level and not of general interest so having them out of `InputSystem` reduces the API surface visible to most users.
- `InputDeviceChange.StateChanged` has been removed and is now a separate callback `InputState.onChange`.
* Rationale: The other `InputDeviceChange` notifications are low-frequency whereas `StateChanged` is high-frequency. Putting them all on the same callback made adding a callback to `InputSystem.onDeviceChange` unnecessarily expensive.
- `IInputStateCallbackReceiver` has been rewritten from scratch. Now has two simple methods `OnNextUpdate` and `OnEvent`. If implemented by a device, the device now has completely control over changing its own state. Use the `InputState.Change` methods to affect state changes while trigger state change monitors (e.g. for actions) correctly.
- Simplified handling of XR input in `InputSystemUIInputModule` by having only one set of actions for all XR devices.
- We now use the same hierarchical device picker in the "Add Control Scheme" popup, which is already used in the "Input Settings" window.
- Made all `IInputStateTypeInfo` implementations internal, as these did not offer value to the user.
- Made all `IInputDeviceCommandInfo` implementations internal, as these did not offer value to the user.
- Removed `ReadWriteArray`, which was only used for making `RebindingOperation.scores` editable, which did not add any value.
- Removed `PrimitiveValueOrArray`, as non of it's functionality over `PrimitiveValue` was implemented.
- Made all `InputProcessor` implementation internal, as access to these types is exposed only through text mode representations.
- Removed `CurveProcessor` as it was not implemented.
- Renamed XInputControllerOSX to a more descriptive XboxGamepadMacOS.
#### Actions
- `InputAction.continuous` has been removed. Running logic every frame regardless of input can easily be achieved in game code.
- The way action behavior is configured has been simplified.
* The previous roster of toggles has been replaced with two settings:
1. `Action Type`: Determines the behavior of the action. Choices are `Value`, `Button`, and `PassThrough`.
2. `Control Type`: Determines the type of control (and implicitly the type of value) the action is looking for if the action is a `Value` or `PassThrough` action.
* The previous `Initial State Check` toggle is now implicit in the action type now. `Value` actions perform an initial state check (i.e. trigger if their control is already actuated when the action is enabled). Other types of actions don't.
* The previous `Pass Through` toggle is now rolled into the action type.
## [0.2.10-preview] - 2019-05-17
### Added
- Added a `MultiplayerEventSystem` class, which allows you use multiple UI event systems to control different parts of the UI by different players.
- `InputSystemUIInputModule` now lets you specify an `InputActionAsset` in the `actionsAsset` property. If this is set, the inspector will populate all actions from this asset. If you have a `PlayerInput` component on the same game object, referencing the same `InputActionAsset`, the `PlayerInput` component will keep the actions on the `InputSystemUIInputModule` in synch, allowing easy setup of multiplayer UI systems.
### Changed
- `StickControl.x` and `StickControl.y` are now deadzoned, i.e. have `AxisDeadzone` processors on them. This affects all gamepads and joysticks.
* __NOTE:__ The deadzoning is __independent__ of the stick. Whereas the stack has a radial deadzones, `x` and `y` have linear deadzones. This means that `leftStick.ReadValue().x` is __not__ necessary equal to `leftStick.x.ReadValue()`.
* This change also fixes the problem of noise from sticks not getting filtered out and causing devices such as the PS4 controller to constantly make itself `Gamepad.current`.
- Redesigned `UIActionInputModule`
* Added a button in the inspector to automatically assign actions from an input action asset based on commonly used action names.
* Will now populate actions with useful defaults.
* Removed `clickSpeed` property - will use native click counts from the OS where available instead.
* Removed `sendEventsWhenInBackground` property.
* Hiding `Touches` and `TrackedDevices` until we decide how to handle them.
* Remove `moveDeadzone` property as it is made redundant by the action's dead zone.
* Removed `UIActionInputModuleEnabler` component, `UIActionInputModule` will now enable itself.
- Changed default button press point to 0.5.
- Changed all constants in public API to match Unity naming conventions ("Constant" instead of "kConstant").
- Changed namespace from `UnityEngine.Experimental.Input` to `UnityEngine.InputSystem`.
- Generated wrapper code now has nicer formatting.
- Renamed `UIActionInputModule` to `InputSystemUIInputModule`.
- Nicer icons for `InputActionAssets` and `InputActions` and for `Button` and generic controls.
- Change all public API using `IntPtr` to use unsafe pointer types instead.
- `PlayerInput` will no longer disable any actions not in the currently active action map when disabling input or switching action maps.
- Change some public fields into properties.
- Input System project settings are now called "Input System Package" in the project window instead of "Input (NEW)".
- Removed `Plugins` from all namespaces.
- Rename "Cancelled" -> "Canceled" (US spelling) in all APIs.
### Fixed
- Adding devices to "Supported Devices" in input preferences not allowing to select certain device types (like "Gamepad").
- Fixed scrolling in `UIActionInputModule`.
- Fixed compiling the input system package in Unity 19.2 with ugui being moved to a package now.
- In the Input System project settings window, you can no longer add a supported device twice.
#### Actions
- Custom inspector for `PlayerInput` no longer adds duplicates of action events if `Invoke Unity Events` notification behavior is selected.
- Fixed `Hold` interactions firing immediately before the duration has passed.
- Fixed editing bindings or processors for `InputAction` fields in the inspector (Changes wouldn't persist before).
- Fixed exception message when calling `CallbackContext.ReadValue<TValue>()` for an action with a composite binding with `TValue` not matching the composite's value type.
### Added
#### Actions
- `PlayerInput` can now handle `.inputactions` assets that have no control schemes.
* Will pair __all__ devices mentioned by any of the bindings except if already paired to another player.
## [0.2.8-preview] - 2019-04-23
### Added
- Added a `clickCount` control to the `Mouse` class, which specifies the click count for the last mouse click (to allow distinguishing between single-, double- and multi-clicks).
- Support for Bluetooth Xbox One controllers on macOS.
#### Actions
- New API for changing bindings on actions
// Several variations exist that allow to look up bindings in various ways.
myAction.ChangeBindingWithPath("<Gamepad>/buttonSouth")
.WithPath("<Keyboard>/space");
// Can also replace the binding wholesale.
myAction.ChangeBindingWithPath("<Keyboard>/space")
.To(new InputBinding { ... });
// Can also remove bindings programmatically now.
myAction.ChangeBindingWithPath("<Keyboard>/space").Erase();
```
Joystick.axes
and Joystick.buttons
have been removed.InputActionAssetReference
has been removed.InputSettings.runInBackground
has been removed. This should now be supported or not on a per-device level. Most devices never supported it in the first place, so a global setting did not seem to be useful.Sensor
-based classes have been added. Various existing Android sensor implementations are now based on them.InputControlLayoutAttribute
is no longer inherited.
RegisterLayout
. A class derived from it will usually be registered the same way. Because of layout inheritance, properties applied to the base class through InputControlLayoutAttribute
will affect the subclass as intended. Not inheriting the attribute itself, however, now allows having properties such as isGenericTypeOfDevice
which should not be inherited.acceleration
, orientation
, and angularVelocity
controls from DualShockGamepad
base class.
DualShockGamepadPS4
.HIDSupport.supportedUsages
to enable specific usage types.InputTestFixture
class still is for when you want to write input-related tests for your project. You can reference the Unity.InputSystem.TestFixture
assembly when you need to do that.<Keyboard>/#(a)
binds to the control on a Keyboard
with the display name a
.continuous
flag is now ignored for Press and Release
interactions, as it did not make sense.initialStateCheck
property in code.
<Keyboard>/escape
is used in one action map to toggle into the main menu and in another action map to toggle out of it, then the previous behavior would immediately exit out of the menu if escape
was still pressed from going into the menu. \
We have come to believe that wanting to react to the current state of a control right away is the less often desirable behavior and so have made it optional with a separate toggle.InputAction.lastTriggerXXX
APIs have been removed.
lastActionXXX
APIs were trying to (imperfectly) solve.Tap
, SlowTap
, and MultiTap
interactions now respect button press points.Tap
, SlowTap
, and MultiTap
interactions now have improved parameter editing UIs.MonoBehavior.Awake
, MonoBehaviour.Start
, and MonoBehaviour.OnEnable
in player or when entering play mode in editor.InputEventTrace
could get corrupted.InputActionRebindingExceptions.RebindOperation
can now be reused as intended; used to stop working properly the first time a rebind completed or was cancelled.PressInteraction
set to ReleaseOnly
(#492).PlayerInput
no longer fails to find actions when using UnityEvents (#500)."{...}"
format for referencing action maps and actions using GUIDs as strings has been obsoleted. It will still work but adding the extra braces is no longer necessary.Press
and Release
interactions will now work correctly if they have multiple bound controls.Release
interactions will now invoke a Started
callback when the control is pressed.NOTE: The UI code for editing actions has largely been rewritten. There may be regressions. NOTE: The minimum version requirement for the new input system has been bumped
to 2019.1
g:Gamepad
filters bindings to those in the “Gamepad” group.d:Gamepad
filters bindings to those from Gamepad-compatible devices.performed
callback on both press and release (instead of invoking performed
and cancel
, which was inconsistent with other behaviors).{GLOBAL}
for added visibility.Pointer
will now be shown when the filter is Mouse
.InputControlAttribute
to the field.
// In the inspector, shows full UI to select a control interactively
// (including interactive picking through device input).
[InputControl(layout = "Button")]
private string buttonControlPath;
InputSettings.UpdateMode.ProcessEventsManually
now correctly triggers updates when calling InputSystem.Update(InputUpdateType.Manual)
.startTime
and duration
properties of action callbacks.This release contains a number of fairly significant changes. The focus has been on further improving the action system to make it easier to use as well as to make it work more reliably and predictably.
NOTE: There are some breaking changes. Please see the “Changed” section below.
IInputControlProcessor<TValue>
has been replaced with InputProcessor
and InputProcessor<TValue>
base classes.IInputBindingComposite
has been replaced with an InputBindingComposite
base class and the IInputBindingComposite<TValue>
interface has been merged with the InputBindingComposite<TValue>
class which had already existed.InputUser.onUnpairedDeviceUser
will now notify for each actuated control until the device is paired or there are no more actuated controls.SensitivityProcessor
has been removed.
SensitivityProcessor
did caused more problems than it solved.IInputStateCallbacks
(such as Touchscreen
) are allowed to go back in time. Avoids the problem of having to order events between multiple fingers correctly or seeing events getting rejected.PenState.Button
is now PenButton
.performed
on every value change including when going back to their default value. This is why you would see two calls of performed
with a button; one when the button was pressed, another when it was depressed.started
and then performed
when a bound control is actuated. Thereafter, the action will remain in Started
phase. For as long as the control is actuated, every value change will trigger performed
again. When the control stops being actuated, it will trigger cancelled
and the action will remain in Waiting
state.InputControl.EvaluateMagnitude
) greater than zero. If a control does not support magnitudes (returns -1 from EvaluateMagnitude
), then the control is considered actuated when it changes state away from its default state.
myAction.performed += MyCallback;
to
myAction.performed += MyCallback;
myAction.cancelled += MyCallback;
passThrough
mode on an action. This effectively restores the previous default behavior of actions.
new InputAction(binding: "<Gamepad>/leftTrigger") { passThrough = true };
StickInteraction
: Can simply be removed from bindings. The new default behavior obsoletes the need for what StickInteraction
did. Use started
to know then the stick starts being actuated, performed
to be updated on movements, and cancelled
to know when the stick goes back into rest position.PressAndReleaseInteraction
: Can simply be removed from bindings. The default behavior with no interaction encompasses press and release detection. Use started
to know then a button is pressed and cancelled
to know when it is released. To set a custom button press point, simply put an AxisDeadzoneProcessor
on the binding.PressInteraction
has been completely rewritten.
behavior
parameter and now provides options for observing just presses (PressOnly
), just releases (ReleaseOnly
), or both presses and releases (PressAndRelease
).InputAction.cancelled
being called).
DpadComposite
got renamed to Vector2Composite
; AxisComposite
is unchanged.InputInteractionContext.controlHasDefaultValue
has been replaced with InputInteractionContext.ControlIsActuated()
.InputActionChange.BindingsHaveChangedWhileEnabled
has been reworked and split in two:
InputActionChange.BoundControlsAboutToChange
: Bindings have been previously resolved but are about to be re-resolved.InputActionChange.BoundControlsChanged
: Bindings have been resolved on one or more actions.Dispose
as well). If you see errors in the console log about unmanaged memory being leaked, please report the bug.PlayerInput
component which simplifies setting up individual player input actions and device pairings. \
PlayerInputManager
component which simplifies player joining and split-screen setups. \
InputDevice.all
(equivalent to InputSystem.devices
)InputControl.IsActuated()
can be used to determine whether control is currently actuated (defined as extension method in InputControlExtensions
).InputControl.ReadValueFromBufferAsObject
. This allows reading a value stored in memory without having to know the value type.ScaleProcessor
ScaleVector2Processor
ScaleVector3Processor
InvertVector2Processor
InvertVector3Processor
NormalizeVector2Processor
NormalizeVector3Processor
MultiTapInteraction
. Can be used to listen for double-taps and the like.InputMetrics.totalEventLagTime
and InputMetrics.averageEventLagTime
.Mouse.forwardButton
and Mouse.backButton
.Pen
.InputAction.CallbackContext.ReadValueAsObject()
.
InputParameterEditor
. This solves the problem of these elements not making it clear that the parameters usually have global defaults and do not need to be edited except if local overrides are necessary.
var action = new InputAction();
action.AddCompositeBinding("Axis(minValue=0,maxValue=2)")
.With("Positive", "<Keyboard>/a")
.With("Negative", "<Keyboard>/d");
InputActionTrace
has seen various improvements.
InputActionTrace.SubscribeToAll
.InputActionTrace
now maintains a list of subscriptions. Add subscriptions with SubscribeTo
and remove a subscription with UnsubscribeFrom
. See the documentation for details.InputUser.UnpairDevicesAndRemoveUser()
corrupting device pairings of other InputUsersIndexOutOfRangeException
when having multiple action maps in an asset (#359 and #358).Pen
causing exceptions and asserts.NOTE: The minimum version requirement for the new input system has been bumped
to 2018.3. The previous minum requirement of 2018.2 is no longer supported.
Also, we have dropped support for the .NET 3.5 runtime. The new .NET 4
runtime is now required to use the new input system.
We’ve started working on documentation. The current work-in-progress can be found on GitHub.
InputConfiguration
has been replaced with a new InputSettings
class.InputConfiguration.lockInputToGame
has been moved to InputEditorUserSettings.lockInputToGameView
. This setting is now persisted as a local user setting.InputSystem.updateMask
has been replaced with InputSettings.updateMode
.InputSystem.runInBackground
has been moved to InputSettings.runInBackground
.Lock Input To Game
and Diagnostics Mode
are now persisted as user settings.current
getters and added InputSettings.filterNoiseOnCurrent
to control whether noise filtering on the getters is performed or not.InputSystem.settings
contains the current input system settings.Assets/
. Multiple assets can be used and switched between.InputSettings.updateMode
). In this mode, events will not get automatically processed. To process events, call InputSystem.Update()
.InputSystem.devices
not yet being initialized in MonoBehaviour.Start
when in editor.Pointer.delta
no longer has SensitivityProcessor
on it. The processor was causing many issues with mouse deltas. It is still available for adding it manually to action bindings but the processor likely needs additional work.Core:
Actions:
Misc:
First release from stable branch.