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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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- Fixed Input Actions code generation overwriting user files when the names happened to match. [ISXB-1257](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1257)
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- Fixed Input Actions code generation using locale-dependent rules when lowercasing and uppercasing strings. [ISXB-1406]
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- Fixed an issue when providing JoinPlayer with a specific split screen index. [ISXB-897](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-897)
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- Fixed Inspector Window being refreshed all the time when a PlayerInput component is present with Invoke Unity Events nofication mode chosen [ISXB-1448](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1448)
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- Fixed an issue where an action with a name containing a slash "/" could not be found via `InputActionAsset.FindAction(string,bool)`. [ISXB-1306](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1306).
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- Fixed Gamepad stick up/down inputs that were not recognized in WebGL. [ISXB-1090](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1090)
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- Fixed an issue in `RebindingUISample` that fired actions bound to the same control as the target control in a rebinding process. ISXB-1524.
>1. Tablet support for macOS is coming in Unity 2020.1.
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>2. Joysticks are supported as generic HIDs (See [Other gamepads, joysticks, and racing wheels](#other-gamepads-joysticks-and-racing-wheels) below).
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>3. Consoles are supported using separate packages. You need to install these packages in your Project to enable console support.
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>4. Indirect touches are received from Siri Remote.
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>5. Sensor support for WebGL on Android and iOS devices is available in Unity 2021.2
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>1. Joysticks are supported as generic HIDs, refer to [Other gamepads, joysticks, and racing wheels](#other-gamepads-joysticks-and-racing-wheels) to learn more.
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>2. Consoles are supported using separate packages. You need to install these packages in your Project to enable console support.
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>3. Indirect touches are received from Siri Remote.
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>4. Sensor support for WebGL on Android and iOS devices is available in Unity 2021.2
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## Gamepads
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>__Notes__:
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>1. The trigger motors on the Xbox One controller are only supported on UWP and Xbox.
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>2. WebGL support varies between browsers, Devices, and operating systems.
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>3. XInput controllers on Mac currently require the installation of the [Xbox Controller Driver for macOS](https://github.com/360Controller/360Controller). This driver only supports only USB connections, and doesn't support wireless dongles. However, the latest generation of Xbox One controllers natively support Bluetooth, and are natively supported on Macs as HIDs without any additional drivers when connected via Bluetooth.
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>3. XInput controllers on macOS currently require the installation of the [Xbox Controller Driver for macOS](https://github.com/360Controller/360Controller). This driver only supports only USB connections, and doesn't support wireless dongles. However, the latest generation of Xbox One controllers natively support Bluetooth, and are natively supported on Macs as HIDs without any additional drivers when connected via Bluetooth.
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>4. This includes any XInput-compatible Device.
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>5. Unity doesn't support motor rumble and lightbar color over Bluetooth. Unity doesn't support the gyro or accelerometer on PS4/PS5 controllers on platforms other than the PlayStation consoles. Unity also doesn't support the DualShock 4 USB Wireless Adaptor.
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On UWP only USB connection is supported, motor rumble and lightbar are not working correctly.
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>6. Unity supports Made for iOS (Mfi) certified controllers on iOS. Xbox One and PS4 controllers are only supported on iOS 13 or higher.
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>5. Unity doesn't support motor rumble and lightbar color over Bluetooth. Unity doesn't support the gyro or accelerometer on PS4/PS5 controllers on platforms other than the PlayStation consoles. Unity also doesn't support the DualShock 4 USB Wireless Adapter. On UWP, only USB connection is supported, motor rumble and lightbar are not working correctly.
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>6. Unity supports Made for iOS (MFi) certified controllers on iOS. Xbox One and PS4 controllers are only supported on iOS 13 or higher.
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>7. Consoles are supported using separate packages. You need to install these packages in your Project to enable console support.
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>8. Unity supports PS4 controllers on Android devices running [Android 10 or higher](https://playstation.com/en-us/support/hardware/ps4-pair-dualshock-4-wireless-with-sony-xperia-and-android).
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>9. Unity supports PS5 controllers on Android devices running [Android 12 or higher](https://playstation.com/en-gb/support/hardware/pair-dualsense-controller-bluetooth/).
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/Workflow-Actions.md
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The [Input Actions editor](ActionsEditor.html) provides a way to define and manage Actions which relate to what you want users to be able to do in your game or app. It also allows you to create bindings between your Actions and one or more types of control on various devices, such as a stick on a gamepad, a key on a keyboard, or a button on an XR controller.
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Actions and Bindings allows you to separate the conceptual actions that you want in your game or app from the the specific decvices and controls that a player has to use to perform the actions, which can make your code simpler and more flexible. This is in contrast to [directly reading device states](Workflow-Direct.html) in your code, which can suit simple projects, but can become unwieldy and inflexible for more complex projects.
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Actions and Bindings allows you to separate the conceptual actions that you want in your game or app from the specific devices and controls that a player has to use to perform the actions, which can make your code simpler and more flexible. This is in contrast to [directly reading device states](Workflow-Direct.html) in your code, which can suit simple projects, but can become unwieldy and inflexible for more complex projects.
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### The default Actions
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There are various ways to access your actions from code. One of the simplest ways is to use the `FindAction` method.
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`FindAction`allows you to search for an action by name from within the set of configured acations, and returns a reference which you can then either read the value directly (also called "polling"), or you can attach callback methods that are called the action is performed. The workflow described on this page focuses only on reading the action values. [You can read more about using callbacks here](RespondingToActions.html#action-callbacks).
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Use `FindAction` to search for an action by name from within the set of configured actions, and return a reference which you can then either read the value directly (also called "polling"), or you can attach callback methods that are called when the action is performed. The workflow described on this page focuses only on reading the action values. [You can read more about using callbacks here](RespondingToActions.html#action-callbacks).
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> __Tip__: Finding and storing a reference to an Action is similar to finding and storing a reference to a Component, so if you have done that elsewhere in Unity, this may be a familiar process.
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> __Tip__: Finding and storing a reference to an Action is similar to finding and storing a reference to a Component, so if you have done that elsewhere in Unity, this might be a familiar process.
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To use `FindAction` to get references to your Actions and read user input in your script, use the following steps:
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1. In your Update() method, read the value from your action variables. This allows you to write code that reads the latest values coming from your Actions each frame and respond accordingly.<br/><br/>The way you read a value depends on the Action's **value type**. For example some actions may return a 1D or 2D axis value, and other actions may return a boolean true/false value. In this example, the "Move" action returns a 2D axis, and the "Jump" action returns a boolean.
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1. In your Update() method, read the value from your action variables. This allows you to write code that reads the latest values coming from your Actions each frame and respond accordingly.<br/><br/>The way you read a value depends on the Action's **value type**. For example some actions might return a 1D or 2D axis value, and other actions might return a Boolean true/false value. In this example, the **Move** action returns a 2D axis, and the **Jump** action returns a Boolean.
The example script below shows all these steps combined together into a single script:
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The following example script shows all these steps combined together into a single script:
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```CSharp
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usingUnityEngine;
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}
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```
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> **Note:** You should avoid using `FindAction` in your Update() loop, because it performs a string-based lookup which could impact performance. This is why the Action refeferences in the example above are found during the Start() function, and stored in variables after finding them.
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> **Note:** You should avoid using `FindAction` in your `Update()` loop, because it performs a string-based lookup which could impact performance. This is why the Action references in the example above are found during the Start() function, and stored in variables after finding them.
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> **Note:** The [InputSystem.actions](../api/UnityEngine.InputSystem.InputSystem.html) API refers specifically to the Action Asset assigned as the [project-wide actions](ProjectWideActions.md). Most projects only require one Action Asset, but if you are using more than one Action Asset, you must create a reference using the type InputActionAsset to the asset you wish to access.
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> **Note:** The [InputSystem.actions](../api/UnityEngine.InputSystem.InputSystem.html) API refers specifically to the Action Asset assigned as the [project-wide actions](ProjectWideActions.md). Most projects only require one Action Asset, but if you are using more than one Action Asset, you must create a reference using the type InputActionAsset to the asset you want to access.
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## Pros and Cons
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This is the recommended workflow with the Input System Package, providing a flexible but simple solution suitable for most projects.
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You benefit from the Action-based features such as Action Maps, Bindings, and the ability to configure them in the Actions Editor. You can also implement [user rebinding at run time](ActionBindings.html#interactive-rebinding).
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You benefit from the Action-based features such as Action Maps, Bindings, and the ability to configure them in the Actions Editor. You can also implement [user rebinding at runtime](ActionBindings.html#interactive-rebinding).
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This workflow alone doesn't provide built-in support for local multiplayer scenarios with multiple devices, so if you are producing a local multiplayer game you might want to consider using the [Actions & PlayerInput](./Workflow-PlayerInput.md) workflow.
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This workflow alone doesn't provide built-in support for local multiplayer scenarios with multiple devices, so if you are producing a local multiplayer game you might want to consider using the [Actions and PlayerInput](./Workflow-PlayerInput.md) workflow.
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