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Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs

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@@ -895,7 +895,7 @@ internal void ProcessNavigation(ref NavigationModel navigationState)
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// Process submit and cancel events.
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if (!usedSelectionChange && eventSystem.currentSelectedGameObject != null)
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{
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// NOTE: Whereas we use callbacks for the other actions, we rely on WasPressedThisFrame() for
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// NOTE: Whereas we use callbacks for the other actions, we rely on WasPerformedThisRenderingFrame() for
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// submit and cancel. This makes their behavior inconsistent with pointer click behavior where
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// a click will register on button *up*, but consistent with how other UI systems work where
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// click occurs on key press. This nuance in behavior becomes important in combination with

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