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Normalized "NOTE" and "IMPORTANT" admonitions throughout docs
- Content was not modified: this was only to make everything consistent and leverage the extended Markdown feature
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Packages/com.unity.inputsystem/CHANGELOG.md

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- **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()`.
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* 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.
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* 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.
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> [!NOTE]
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> Timeslicing is NOT affected by this. You can still switch to `ProcessEventInFixedUpdates` and get events timesliced to individual `FixedUpdate` periods according to their timestamps.
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* `InputSettings.UpdateMode.ProcessEventsInBothFixedAndDynamicUpdate` has been removed.
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* `InputSettings.UpdateMode.ProcessEventsInDynamicUpdateOnly` has been renamed to `InputSettings.UpdateMode.ProcessEventsInDynamicUpdate` and is now the default.
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* `InputSettings.UpdateMode.ProcessEventsInFixedUpdateOnly` has been renamed to `InputSettings.UpdateMode.ProcessEventsInFixedUpdate`.
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## [0.2.6-preview] - 2019-03-20
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>NOTE: The UI code for editing actions has largely been rewritten. There may be regressions.
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>NOTE: The minimum version requirement for the new input system has been bumped
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to 2019.1
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> [!NOTE]
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> The UI code for editing actions has largely been rewritten. There may be regressions.
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>
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> The minimum version requirement for the new input system has been bumped to 2019.1
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### Added
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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.
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>NOTE: There are some breaking changes. Please see the "Changed" section below.
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> [!NOTE]
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> There are some breaking changes. Please see the "Changed" section below.
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### Changed
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## [0.1.2-preview] - 2018-12-19
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NOTE: The minimum version requirement for the new input system has been bumped
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to 2018.3. The previous minum requirement of 2018.2 is no longer supported.
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Also, we have dropped support for the .NET 3.5 runtime. The new .NET 4
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runtime is now required to use the new input system.
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> [!NOTE]
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> The minimum version requirement for the new input system has been bumped
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> to 2018.3. The previous minum requirement of 2018.2 is no longer supported.
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> Also, we have dropped support for the .NET 3.5 runtime. The new .NET 4
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> runtime is now required to use the new input system.
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We've started working on documentation. The current work-in-progress can be found on [GitHub](https://github.com/Unity-Technologies/InputSystem/blob/develop/Packages/com.unity.inputsystem/Documentation~/InputSystem.md).
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Packages/com.unity.inputsystem/Documentation~/ActionAssets.md

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}
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```
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>__Note__: To regenerate the .cs file, right-click the .inputactions asset in the Project Browser and choose "Reimport".
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> [!NOTE]
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> To regenerate the .cs file, right-click the .inputactions asset in the Project Browser and choose "Reimport".
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### Using Action Assets with `PlayerInput`
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}
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```
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> __Note:__ This default actions asset is older than, and entirely separate from the [default project-wide actions](ProjectWideActions.md). It is a legacy asset that remains included in the package for backward compatibility.
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> [!NOTE]
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> This default actions asset is older than, and entirely separate from the [default project-wide actions](ProjectWideActions.md). It is a legacy asset that remains included in the package for backward compatibility.

Packages/com.unity.inputsystem/Documentation~/ActionBindings.md

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|(1) `Positive`|The positive side has precedence and the Composite returns `maxValue`.|
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|(2) `Negative`|The negative side has precedence and the Composite returns `minValue`.|
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>__Note__: There is no support yet for interpolating between the positive and negative over time.
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> [!NOTE]
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> There is no support yet for interpolating between the positive and negative over time.
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### 2D vector
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|---------|-----------|
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|[`mode`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.html#UnityEngine_InputSystem_Composites_Vector2Composite_mode)|Whether to treat the inputs as digital or as analog controls.<br><br>If this is set to [`Mode.DigitalNormalized`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_DigitalNormalized), inputs are treated as buttons (off if below [`defaultButtonPressPoint`](../api/UnityEngine.InputSystem.InputSettings.html#UnityEngine_InputSystem_InputSettings_defaultButtonPressPoint) and on if equal to or greater). Each input is 0 or 1 depending on whether the button is pressed or not. The vector resulting from the up/down/left/right parts is normalized. The result is a diamond-shaped 2D input range.<br><br>If this is set to [`Mode.Digital`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_Digital), the behavior is essentially the same as [`Mode.DigitalNormalized`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_DigitalNormalized) except that the resulting vector is not normalized.<br><br>Finally, if this is set to [`Mode.Analog`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_Analog), inputs are treated as analog (i.e. full floating-point values) and, other than [`down`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.html#UnityEngine_InputSystem_Composites_Vector2Composite_down) and [`left`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.html#UnityEngine_InputSystem_Composites_Vector2Composite_left) being inverted, values will be passed through as is.<br><br>The default is [`Mode.DigitalNormalized`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_DigitalNormalized).|
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>__Note__: There is no support yet for interpolating between the up/down/left/right over time.
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> [!NOTE]
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> There is no support yet for interpolating between the up/down/left/right over time.
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### 3D vector
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To define a new type of Composite, create a class based on [`InputBindingComposite<TValue>`](../api/UnityEngine.InputSystem.InputBindingComposite-1.html).
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> __IMPORTANT__: Composites must be __stateless__. This means that you cannot store local state that changes depending on the input being processed. For __stateful__ processing on Bindings, see [interactions](./Interactions.md#writing-custom-interactions).
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> [!Important]
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> Composites must be __stateless__. This means that you cannot store local state that changes depending on the input being processed. For __stateful__ processing on Bindings, see [interactions](./Interactions.md#writing-custom-interactions).
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```CSharp
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// Use InputBindingComposite<TValue> as a base class for a composite that returns
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look.ApplyParameterOverride("scaleVector2:y", 0.5f, new InputBinding("<Mouse>/delta"));
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```
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>NOTE: Parameter overrides are *not* persisted along with an asset.
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> [!NOTE]
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> Parameter overrides are *not* persisted along with an asset.
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## Interactive rebinding
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>__Note:__ To download a sample project which demonstrates how to set up a rebinding user interface with Input System APIs, open the Package Manager, select the Input System Package, and choose the sample project "Rebinding UI" to download.
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> [!NOTE]
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> To download a sample project which demonstrates how to set up a rebinding user interface with Input System APIs, open the Package Manager, select the Input System Package, and choose the sample project "Rebinding UI" to download.
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Runtime rebinding allows users of your application to set their own Bindings.
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To allow users to choose their own Bindings interactively, use the [`InputActionRebindingExtensions.RebindingOperation`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.RebindingOperation.html) class. Call the [`PerformInteractiveRebinding()`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.html#UnityEngine_InputSystem_InputActionRebindingExtensions_PerformInteractiveRebinding_UnityEngine_InputSystem_InputAction_System_Int32_) method on an Action to create a rebinding operation. This operation waits for the Input System to register any input from any Device which matches the Action's expected Control type, then uses [`InputBinding.overridePath`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_overridePath) to assign the Control path for that Control to the Action's Bindings. If the user actuates multiple Controls, the rebinding operation chooses the Control with the highest [magnitude](Controls.md#control-actuation).
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>IMPORTANT: You must dispose of [`InputActionRebindingExtensions.RebindingOperation`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.RebindingOperation.html) instances via `Dispose()`, so that they don't leak memory on the unmanaged memory heap.
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> [!IMPORTANT]
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> You must dispose of [`InputActionRebindingExtensions.RebindingOperation`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.RebindingOperation.html) instances via `Dispose()`, so that they don't leak memory on the unmanaged memory heap.
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```C#
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void RemapButtonClicked(InputAction actionToRebind)
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#### Choosing which Devices to use
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>__Note__: [`InputUser`](UserManagement.md) and [`PlayerInput`](PlayerInput.md) make use of this facility automatically. They set [`InputActionMap.devices`](../api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_devices) automatically based on the Devices that are paired to the user.
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> [!NOTE]
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> [`InputUser`](UserManagement.md) and [`PlayerInput`](PlayerInput.md) make use of this facility automatically. They set [`InputActionMap.devices`](../api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_devices) automatically based on the Devices that are paired to the user.
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By default, Actions resolve their Bindings against all Devices present in the Input System (that is, [`InputSystem.devices`](../api/UnityEngine.InputSystem.InputSystem.html#UnityEngine_InputSystem_InputSystem_devices)). For example, if there are two gamepads present in the system, a Binding to `<Gamepad>/buttonSouth` picks up both gamepads and allows the Action to be used from either.
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>__Note__: The mechanism described here only applies to Actions that are part of the same [`InputActionMap`](../api/UnityEngine.InputSystem.InputActionMap.html) or [`InputActionAsset`](../api/UnityEngine.InputSystem.InputActionAsset.html).
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> [!NOTE]
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> The mechanism described here only applies to Actions that are part of the same [`InputActionMap`](../api/UnityEngine.InputSystem.InputActionMap.html) or [`InputActionAsset`](../api/UnityEngine.InputSystem.InputActionAsset.html).
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Inputs that are used in combinations with other inputs may also lead to ambiguities. If, for example, the `b` key on the Keyboard is bound both on its own as well as in combination with the `shift` key, then if you first press `shift` and then `b`, the latter key press would be a valid input for either of the Actions.
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Packages/com.unity.inputsystem/Documentation~/Actions.md

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Actions also make it simpler to create a system that lets your players [customize their bindings at runtime](ActionBindings.md#interactive-rebinding), which is a common requirement for games.
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>**Notes:**
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> [!NOTE]
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> - Actions are a runtime only feature. You can't use them in [Editor window code](https://docs.unity3d.com/ScriptReference/EditorWindow.html).
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> - You can read input without using Actions and Bindings by directly reading specific device controls. This is less flexible, but can be quicker to implement for certain situations. Read more about [directly reading devices from script](Workflow-Direct.md).
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> - Although you can reorder actions in this window, the ordering is for visual convenience only, and does not affect the order in which the actions are triggered in your code. If multiple actions are performed in the same frame, the order in which they are reported by the input system is undefined. To avoid problems, you should not write code that assumes they will be reported in a particular order.
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> <br/>&nbsp;
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## Overview

Packages/com.unity.inputsystem/Documentation~/ActionsEditor.md

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This creates multiple Binding entries for the Action: one for the Composite as a whole, and then, one level below that, one for each Composite part. The Composite itself doesn't have a Binding path property, but its individual parts do, and you can edit these parts like any other Binding. Once you bind all the Composite's parts, the Composite can work together as if you bound a single control to the Action.
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**Note**: The set of Composites displayed in the menu is depends on the value type of the Action. This means that, for example, if the Action is set to type "Button", then only Composites able to return values of type `float` will be shown.
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> [!NOTE]
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> The set of Composites displayed in the menu is depends on the value type of the Action. This means that, for example, if the Action is set to type "Button", then only Composites able to return values of type `float` will be shown.
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To change the type of a Composite retroactively, select the Composite, then select the new type from the **Composite Type** drop-down in the **Properties** pane.
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Packages/com.unity.inputsystem/Documentation~/Contributing.md

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The [full source code](https://github.com/Unity-Technologies/InputSystem) for the Input System is available on GitHub. This is also where most of the Input System's development happens.
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>__Note__: This includes the full source code for the managed/C# part of the system. At this point, the native, platform-specific C++ backends are still closed-source and require a source code license.
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> [!NOTE]
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> This includes the full source code for the managed/C# part of the system. At this point, the native, platform-specific C++ backends are still closed-source and require a source code license.
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## Reporting bugs
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