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FIX: Make sure we respect the default button press point for triggers, same for Touchscreen's tap delay time and tap radius squared (#2186)
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.yamato/upm-ci.yml

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@@ -121,6 +121,7 @@ build_ios_{{ editor.version }}_{{ category.name }}:
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flavor: b1.large
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variables:
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EDITOR_VERSION: {{ editor.version }}
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UTR_VERSION: 1.35.1
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commands:
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- {{ utr_install_nix }}
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- {{ unity_downloader_install }}
@@ -170,6 +171,7 @@ build_tvos_{{ editor.version }}_{{ category.name }}:
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flavor: b1.large
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variables:
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EDITOR_VERSION: {{ editor.version }}
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UTR_VERSION: 1.35.1
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commands:
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- {{ utr_install_nix }}
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- {{ unity_downloader_install }}

Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -23,6 +23,7 @@ however, it has to be formatted properly to pass verification tests.
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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 reenabling the VirtualMouseInput component may sometimes lead to NullReferenceException. [ISXB-1096](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1096)
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- Fixed the default button press point not being respected in Editor (as well as some other Touchscreen properties). [ISXB-1152](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1152)
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- Fixed PlayerInput component automatically switching away from the default ActionMap set to 'None'.
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- Fixed a console error being shown when targeting visionOS builds in 2022.3.
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- Fixed a Tap Interaction issue with analog controls. The Tap interaction would keep re-starting after timeout. [ISXB-627](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-627)

Packages/com.unity.inputsystem/InputSystem/InputManager.cs

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@@ -4122,7 +4122,8 @@ internal void RestoreStateWithoutDevices(SerializedState state)
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if (m_Settings != null)
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Object.DestroyImmediate(m_Settings);
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m_Settings = state.settings;
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settings = state.settings;
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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// Note that we just reassign actions and never destroy them since always mapped to persisted asset

Packages/com.unity.inputsystem/InputSystem/InputSystem.cs

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@@ -3878,7 +3878,7 @@ private static void Reset(bool enableRemoting = false, IInputRuntime runtime = n
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s_Manager.UninstallGlobals();
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}
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// Create temporary settings. In the tests, this is all we need. But outside of tests,d
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// Create temporary settings. In the tests, this is all we need. But outside of tests,
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// this should get replaced with an actual InputSettings asset.
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var settings = ScriptableObject.CreateInstance<InputSettings>();
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settings.hideFlags = HideFlags.HideAndDontSave;

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