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Merge branch 'develop' into stable
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.yamato/PVPexemptions.json

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.yamato/upm-ci.yml

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- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
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- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u 2019.4
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- upm-ci package publish --package-path ./Packages/com.unity.inputsystem/ {% cycle "", "--dry-run" %}
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- upm-pvp xray --packages "upm-ci~/packages/*.tgz" --results upm-ci~/xray
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- upm-pvp require "supported rme" --no-report --allow-missing --results upm-ci~/xray --exemptions upm-ci~/xray/new-exemptions.json
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- upm-pvp require "supported rme ./.yamato/PVPexemptions.json" --allow-missing --results upm-ci~/xray
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artifacts:
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artifacts:
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paths:
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{
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"displayName": "Custom Binding Composite",
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"description": "Shows how to implement a custom composite binding."
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}
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}
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{
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"displayName": "Custom Device",
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"description": "Shows how to implement a custom input device."
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}
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}
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{
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"displayName": "Custom Device Usages",
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"description": "Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand')."
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}
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}

Assets/Samples/CustomDeviceUsages/.sample.json.meta

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{
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"displayName": "Gamepad Mouse Cursor",
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"description": "An example that shows how to use the gamepad for driving a mouse cursor for use with UIs."
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}
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}
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{
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"displayName": "In-Game Hints",
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"description": "Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes."
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}
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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 1.9.0
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// version 1.10.0
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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
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using System.Collections.Generic;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine;
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namespace UnityEngine.InputSystem.Samples.InGameHints
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{
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~@InGameHintsActions()
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{
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Debug.Assert(!m_Gameplay.enabled, "This will cause a leak and performance issues, InGameHintsActions.Gameplay.Disable() has not been called.");
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UnityEngine.Debug.Assert(!m_Gameplay.enabled, "This will cause a leak and performance issues, InGameHintsActions.Gameplay.Disable() has not been called.");
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}
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public void Dispose()
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{
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"displayName": "InputDeviceTester",
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"description": "A scene containing UI to visualize the controls on various supported input devices."
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}
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}

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