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Merge branch 'develop' into isxb-813-fix-for-multiple-onscreen-stick
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Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -34,6 +34,7 @@ however, it has to be formatted properly to pass verification tests.
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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 multiple `OnScreenStick` Components that does not work together when using them simultaneously in isolation mode. [ISXB-813](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-813)
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Packages/com.unity.inputsystem/Documentation~/UISupport.md

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@@ -32,6 +32,7 @@ The three main UI solutions are **UI Toolkit**, **Unity UI**, and **IMGUI**. The
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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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Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporter.cs

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@@ -256,11 +256,11 @@ private static void GenerateWrapperCode(AssetImportContext ctx, InputActionAsset
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if (InputActionCodeGenerator.GenerateWrapperCode(wrapperFilePath, asset, options))
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{
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// When we generate the wrapper code cs file during asset import, we cannot call ImportAsset on that directly because
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// script assets have to be imported before all other assets, and are not allowed to be added to the import queue during
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// asset import. So instead we register a callback to trigger a delayed asset refresh which should then pick up the
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// changed/added script, and trigger a new import.
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EditorApplication.delayCall += AssetDatabase.Refresh;
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// This isn't ideal and may have side effects, but we cannot avoid compiling again.
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// Previously we attempted to run a EditorApplication.delayCall += AssetDatabase.Refresh
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// but this would lead to "error: Error building Player because scripts are compiling" in CI.
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// Previous comment here warned against not being able to reimport here directly, but it seems it's ok.
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AssetDatabase.ImportAsset(wrapperFilePath);
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}
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}
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