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# Conflicts: # Packages/com.unity.inputsystem/Documentation~/ActionBindings.md
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Assets/Samples/InGameHints/InGameHintsActions.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.15.0
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// version 1.15.1
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// from Assets/Samples/InGameHints/InGameHintsActions.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if

Assets/Samples/SimpleDemo/SimpleControls.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.15.0
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// version 1.15.1
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// from Assets/Samples/SimpleDemo/SimpleControls.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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{
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"displayName": "UI vs. Game Input",
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"description": "An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene."
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"description": "An example that shows how to deal with ambiguities that may arise when overlaying interactive UI elements on top of a game scene."
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}

Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.15.0
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// version 1.15.1
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// from Assets/Tests/InputSystem/InputActionCodeGeneratorActions.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if

Packages/com.unity.inputsystem/CHANGELOG.md

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however, it has to be formatted properly to pass verification tests.
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## [Unreleased] - yyyy-mm-dd
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- Fixed InputControl picker not updating correctly when the Input Actions Window was dirty. [ISXB-1221](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1221)
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- Fixed formatting issues on processor documentation page
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## [1.15.0] - 2025-10-03
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### Changed
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- Expanded `RebindingUISample` to include a "game mode" state and a "menu state" to be more similar to a real game. Also added action-performed indicators (`InputActionIndicator`) illustrating when actions get triggered.
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- Fixed the compilation warnings when used with Unity 6.4 (ISX-2349).
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- Fixed an issue where `InputSystemUIInputModule.localMultiPlayerRoot` could not be set to `null` when using `MultiplayerEventSystem`. [ISXB-1610](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1610)
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- Fixed an issue in `Keyboard` where the sub-script operator would return a `null` key control for the deprecated key `Key.IMESelected`. Now, an aliased `KeyControl`mapping to the IMESelected bit is returned for compability reasons. It is still strongly advised to not rely on this key since `IMESelected` bit isn't strictly a key and will be removed from the `Key` enumeration type in a future major revision. [ISXB-1541](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1541).
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- Fixed InputControl picker not updating correctly when the Input Actions Window was dirty. [ISXB-1221](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1221)
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- Fixed formatting issues on processor documentation page
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## [1.14.2] - 2025-08-05
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Packages/com.unity.inputsystem/Documentation~/ActionBindings.md

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.With("Negative", "<Gamepad>/leftTrigger");
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```
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Each Composite consists of one Binding that has [`InputBinding.isComposite`](xref:UnityEngine.InputSystem.InputBinding.isComposite) set to true, followed by one or more Bindings that have [`InputBinding.isPartOfComposiste`](xref:UnityEngine.InputSystem.InputBinding.isPartOfComposite) set to true. In other words, several consecutive entries in [`InputActionMap.bindings`](xref:UnityEngine.InputSystem.InputActionMap.bindings) or [`InputAction.bindings`](xref:UnityEngine.InputSystem.InputAction.bindings) together form a Composite.
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Each Composite consists of one Binding that has [`InputBinding.isComposite`](xref:UnityEngine.InputSystem.InputBinding.isComposite) set to true, followed by one or more Bindings that have [`InputBinding.isPartOfComposite`](xref:UnityEngine.InputSystem.InputBinding.isPartOfComposite) set to true. In other words, several consecutive entries in [`InputActionMap.bindings`](xref:UnityEngine.InputSystem.InputActionMap.bindings) or [`InputAction.bindings`](xref:UnityEngine.InputSystem.InputAction.bindings) together form a Composite.
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Note that each composite part can be bound arbitrary many times.
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#### Adding Bindings
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New bindings can be added to an Action using [`AddAction`](xref:UnityEngine.InputSystem.InputActionSetupExtensions.AddBinding(UnityEngine.InputSystem.InputAction,System.String,System.String,System.String,System.String)) or [`AddCompositeBinding`](xref:UnityEngine.InputSystem.InputActionSetupExtensions.AddCompositeBinding(UnityEngine.InputSystem.InputAction,System.String,System.String,System.String)).
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New bindings can be added to an Action using [`AddBinding`](xref:UnityEngine.InputSystem.InputActionSetupExtensions.AddBinding(UnityEngine.InputSystem.InputAction,System.String,System.String,System.String,System.String)) or [`AddCompositeBinding`](xref:UnityEngine.InputSystem.InputActionSetupExtensions.AddCompositeBinding(UnityEngine.InputSystem.InputAction,System.String,System.String,System.String)).
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```CSharp
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// Add a binding for the left mouse button to the "fire" action.

Packages/com.unity.inputsystem/InputSystem/Actions/IInputInteraction.cs

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/// if (actuationTime >= 1)
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/// context.Performed();
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/// else
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/// context.Cancelled();
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/// context.Canceled();
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/// }
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///
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/// // Control changed value somewhere above 3/4 of its actuation. Doesn't

Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs

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/// <paramref name="action"/> for which to get a display string.</param>
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/// <param name="deviceLayoutName">Receives the name of the <see cref="InputControlLayout"/> used for the
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/// device in the given binding, if applicable. Otherwise is set to <c>null</c>. If, for example, the binding
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/// is <c>"&lt;Gamepad&gt;/buttonSouth"</c>, the resulting value is <c>"Gamepad</c>.</param>
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/// is <c>"&lt;Gamepad&gt;/buttonSouth"</c>, the resulting value is <c>"Gamepad"</c>.</param>
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/// <param name="controlPath">Receives the path to the control on the device referenced in the given binding,
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/// if applicable. Otherwise is set to <c>null</c>. If, for example, the binding is <c>"&lt;Gamepad&gt;/leftStick/x"</c>,
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/// the resulting value is <c>"leftStick/x"</c>.</param>

Packages/com.unity.inputsystem/InputSystem/Actions/InputBinding.cs

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/// // A binding that belongs to the "Keyboard&amp;Mouse" and "Gamepad" group.
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/// new InputBinding
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/// {
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/// path = "*/{PrimaryAction},
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/// path = "*/{PrimaryAction}",
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/// groups = "Keyboard&amp;Mouse;Gamepad"
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/// };
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/// </code>
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/// <code>
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/// new InputBinding
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/// {
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/// path = "*/{PrimaryAction},
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/// path = "*/{PrimaryAction}",
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/// // Associate the binding both with the "KeyboardMouse" and
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/// // the "Gamepad" group.
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/// groups = "KeyboardMouse;Gamepad",

Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs

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[assembly: InternalsVisibleTo("Unity.InputSystem.Tests")]
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[assembly: InternalsVisibleTo("Unity.InputSystem.IntegrationTests")]
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[assembly: InternalsVisibleTo("Unity.InputSystem.ForUI")] // To avoid minor bump
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[assembly: InternalsVisibleTo("Unity.AI.Assistant.Editor")]
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namespace UnityEngine.InputSystem
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{
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// Keep this in sync with "Packages/com.unity.inputsystem/package.json".
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// NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include
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// "-preview" suffixes here.
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internal const string kAssemblyVersion = "1.15.0";
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internal const string kAssemblyVersion = "1.15.1";
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internal const string kDocUrl = "https://docs.unity3d.com/Packages/[email protected]";
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}
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}

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