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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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- Fixed an issue when displaying Serialized InputAction's Processor properties inside the Inspector window. [ISXB-1269](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1269)
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- Fixed an issue with default device selection when adding new Control Scheme.
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- Fixed an issue where action map delegates were not updated when the asset already assigned to the PlayerInput component were changed [ISXB-711](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-711).
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- Fixed Action properties edition in the UI Toolkit version of the Input Actions Asset editor. [ISXB-1277](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1277)
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- Fixed an issue where batch jobs would fail with "Error: Error building Player because scripts are compiling" if a source generated .inputactions asset is out of sync with its generated source code (ISXB-1300).
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- Fixed arrow key navigation of Input Actions after Action rename. [ISXB-1024](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1024)
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### Changed
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- Changed location of the link xml file (code stripping rules), from a temporary directory to the project Library folder (ISX-2140).
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- Added back the InputManager to InputSystem project-wide asset migration code with performance improvement (ISX-2086).
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- Changed `OnScreenControl` to automaticaly switch, in Single Player with autoswitch enabled, to the target device control scheme when the first component is enabled to prevent bad interactions when it start.
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- Changed paremeter `overrideModifiersNeedToBePressedFirst` to obsolete for `ButtonWithOneModifier`, `ButtonWithTwoModifiers`, `OneModifierComposite` and `TwoModifiersComposite` in favour the new `modifiersOrder` parameter which is more explicit.
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- Changed `Samples/Visualizers/GamepadVisualizer.unity` to visualize the control values of the current device instead of the first device.
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### Added
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- Added new API `InputSystem.settings.useIMGUIEditorForAssets` that should be used in custom `InputParameterEditor` that use both IMGUI and UI Toolkit.
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- Added ProfilerMakers to `InputAction.Enable()` and `InputActionMap.ResolveBindings()` to enable gathering of profiling data.
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## [1.11.2] - 2024-10-16
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- Fixed potential crash on Mac when using stale references to deleted InputDevice objects [ISXB-606](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-606).
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- Fixed conditional compilation for non-editor analytics on platforms not enabling analytics.
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- Fixed simulated touch input not working with PlayerInput component [ISXB-483](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-483).
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- Fixed unused PenState information to determine the displayIndex on platforms providing it. (PLAT-10123)
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### Changed
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- Renamed editor Resources directories to PackageResources to fix package validation warnings.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/UISupport.md
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- From Unity 2023.2 and onwards, the UI actions defined in the default [project-wide actions](./ProjectWideActions.md) directly map to UI Toolkit input. You do not need to use the UI Input Module component.</br></br>
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- In versions of Unity prior to 2023.2, you must use the UI Input Module component to define which actions are passed through from the Input System to the UI.
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- Refer to UI Toolkit [Runtime UI event system and input handling](https://docs.unity3d.com/Manual/UIE-Runtime-Event-System.html) for more information on how to configure UI Toolkit input.
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**For [**Unity UI**](https://docs.unity3d.com/Packages/com.unity.ugui@latest), also known as "uGUI" (a GameObject and Component style UI solution):**
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