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Merge branch 'develop' into mouseevents-samles-tests
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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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}

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`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_isComposite) set to true, followed by one or more Bindings that have [`InputBinding.isPartOfComposiste`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_isPartOfComposite) set to true. In other words, several consecutive entries in [`InputActionMap.bindings`](../api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_bindings) or [`InputAction.bindings`](../api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_bindings) together form a Composite.
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Each Composite consists of one Binding that has [`InputBinding.isComposite`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_isComposite) set to true, followed by one or more Bindings that have [`InputBinding.isPartOfComposite`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_isPartOfComposite) set to true. In other words, several consecutive entries in [`InputActionMap.bindings`](../api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_bindings) or [`InputAction.bindings`](../api/UnityEngine.InputSystem.InputAction.html#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`](../api/UnityEngine.InputSystem.InputActionSetupExtensions.html#UnityEngine_InputSystem_InputActionSetupExtensions_AddBinding_UnityEngine_InputSystem_InputAction_System_String_System_String_System_String_System_String_) or [`AddCompositeBinding`](../api/UnityEngine.InputSystem.InputActionSetupExtensions.html#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`](../api/UnityEngine.InputSystem.InputActionSetupExtensions.html#UnityEngine_InputSystem_InputActionSetupExtensions_AddBinding_UnityEngine_InputSystem_InputAction_System_String_System_String_System_String_System_String_) or [`AddCompositeBinding`](../api/UnityEngine.InputSystem.InputActionSetupExtensions.html#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/Documentation~/ActionsEditor.md

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For example, if you select **2D axis**, only those controls that can supply a 2D vector as value are available as options for the binding control path.
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There are more specific control types available which futher filter the available bindings, such as "Stick", "Dpad" or "Touch". If you select one of these control types, the list of available controls is further limited to only those controls of those specific types when you select a binding for your action (see directly below).
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There are more specific control types available which further filter the available bindings, such as "Stick", "Dpad" or "Touch". If you select one of these control types, the list of available controls is further limited to only those controls of those specific types when you select a binding for your action (see directly below).
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### Bindings
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Packages/com.unity.inputsystem/Documentation~/Events.md

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{
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foreach (var control in eventPtr.EnumerateChangedControls())
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Debug.Log($"Control {control} changed value to {control.ReadValueFromEventAsObject(eventPtr)}");
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};
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});
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```
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This is significantly more efficient than manually iterating over [`InputDevice.allControls`](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_allControls) and reading out the value of each control from the event.

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

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When you create Bindings for your [Actions](Actions.md), you can choose to add Interactions to the Bindings.
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If you're using [project-wide actions](ActionsEditor.md), or [Input Action Assets](ActionAssets.md), you can add any Interaction to your Bindings in the Input Action editor. Once you [created some Bindings](ActionsEditor.md#bindings), select the Binding you want to add Interactions to, so that the right pane of the window shows the properties for that Binding. Next, click on the plus icon on the __Interactions__ foldout to open a list of all available Interactions types. Choose an Interaction type to add an Interaction instance of that type. The Interaction now appears in the __Interactions__ foldout. If the Interaction has any parameters, you can now edit them here as well:
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![Binding Processors](Images/BindingProcessors.png)
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If you're using [project-wide actions](ActionsEditor.md), or [Input Action Assets](ActionAssets.md), you can add any Interaction to your Bindings in the Input Action editor. Once you [created some Bindings](ActionsEditor.md#bindings), select the Binding you want to add Interactions to, so that the right pane of the window shows the properties for that Binding. Next, click on the plus icon on the __Interactions__ foldout to open a list of all available Interactions types. Choose an Interaction type to add an Interaction instance of that type. The Interaction now appears in the __Interactions__ foldout. If the Interaction has any parameters, you can edit them, as well.
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To remove an Interaction, click the minus button next to it. To change the [order of Interactions](#multiple-interactions-on-a-binding), click the up and down arrows.
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Packages/com.unity.inputsystem/Documentation~/Migration.md

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[`Input.gyro.rotationRate`](https://docs.unity3d.com/ScriptReference/Gyroscope-rotationRate.html)|[`Gyroscope.current.angularVelocity.ReadValue()`](../api/UnityEngine.InputSystem.Gyroscope.html).
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[`Input.gyro.rotationRateUnbiased`](https://docs.unity3d.com/ScriptReference/Gyroscope-rotationRateUnbiased.html)|No corresponding API yet.
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[`Input.gyro.updateInterval`](https://docs.unity3d.com/ScriptReference/Gyroscope-updateInterval.html)|[`Sensor.samplingFrequency`](../api/UnityEngine.InputSystem.Sensor.html#UnityEngine_InputSystem_Sensor_samplingFrequency)<br/>Example:<br/>`Gyroscope.current.samplingFrequency = 1.0f / updateInterval;`<br/><br/>__Notes__:<br/>[`samplingFrequency`](../api/UnityEngine.InputSystem.Sensor.html#UnityEngine_InputSystem_Sensor_samplingFrequency) is in Hz, not in seconds as [`updateInterval`](https://docs.unity3d.com/ScriptReference/Gyroscope-updateInterval.html), so you need to divide 1 by the value.<br/><br/>The new Input System replaces `UnityEngine.Gyroscope` with multiple separate sensor devices. Substitute [`Gyroscope`](../api/UnityEngine.InputSystem.Gyroscope.html) with other sensors in the sample as needed. See the notes for `Input.gyro` above for details.
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[`Input.gyro.userAcceleration`](https://docs.unity3d.com/ScriptReference/Gyroscope-userAcceleration.html)|[`LinearAccelerationSensor.current.acceleration.acceleration.ReadValue()`](../api/UnityEngine.InputSystem.LinearAccelerationSensor.html)
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[`Input.gyro.userAcceleration`](https://docs.unity3d.com/ScriptReference/Gyroscope-userAcceleration.html)|[`LinearAccelerationSensor.current.acceleration.ReadValue()`](../api/UnityEngine.InputSystem.LinearAccelerationSensor.html)
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[`Input.location`](https://docs.unity3d.com/ScriptReference/Input-location.html)|No corresponding API yet.
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[`Input.GetAccelerationEvent`](https://docs.unity3d.com/ScriptReference/Input.GetAccelerationEvent.html)|See notes for `Input.accelerationEvents` above.

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

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1. [Add](https://docs.unity3d.com/Manual/UsingComponents.html) a **Player Input** component to a GameObject. This would usually be the GameObject that represents the player in your game.
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2. Assign your [Action Asset](ActionAssets.md) to the **Actions** field. This is usually the default project-wide action asset named "InputSystem_Actions"
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> Note: Currently, when using project-wide actions all the action maps are enabled by default. It is advisible to manually disable them and manually enable the default map that **Player Input** during `Start()`.
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3. Set up Action responses, by selecting a **Behaviour** type from the Behaviour menu. The Behaviour type you select affects how you should implement the methods that handle your Action responses. See the [notification behaviors](#notification-behaviors) section further down for details.<br/><br/>![PlayerInput Notification Behavior](Images/PlayerInputNotificationBehaviors.png)<br/><br/>
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3. Set up Action responses, by selecting a **Behavior** type from the Behavior menu. The Behavior type you select affects how you should implement the methods that handle your Action responses. See the [notification behaviors](#notification-behaviors) section further down for details.<br/><br/>![PlayerInput Notification Behavior](Images/PlayerInputNotificationBehaviors.png)<br/><br/>
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## Configuring the Player Input component
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Packages/com.unity.inputsystem/Documentation~/PlayerInputManager.md

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|Notification|Description|
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|------------|-----------|
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|[`PlayerJoinedMessage`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_PlayerJoinedMessage)|A new player joined the game. Passes the [`PlayerInput`](PlayerInput.md`PlayerInputManager` sends a `Player Joined` notification for each of these.|
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|[`PlayerJoinedMessage`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_PlayerJoinedMessage)|A new player joined the game. Passes the [`PlayerInput`](PlayerInput.md`PlayerInputManager` sends a `Player Joined` notification for each of these).|
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|[`PlayerLeftMessage`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_PlayerLeftMessage)|A player left the game. Passes the [`PlayerInput`](PlayerInput.md) instance of the player who left.|

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

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The input system stores your input configuration in an **Actions Asset**. When you first install the input system package, you must create this Actions Asset.
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You can do this by going to by going to **Edit** > **Project Settings** > **Input System Package** > **Input Actions**, then click the button labelled **Create and assign a default project-wide Action Asset**.
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You can do this by going to **Edit** > **Project Settings** > **Input System Package** > **Input Actions**, then click the button labelled **Create and assign a default project-wide Action Asset**.
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![The Input Actions Settings window](Images/InputSettingsNoProjectWideAsset.png)
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Packages/com.unity.inputsystem/InputSystem/Actions/IInputInteraction.cs

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

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