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Merge branch 'develop' into vrmodule-deprecation
2 parents c1f3927 + 3e6c815 commit 83cd60a

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-8
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7 files changed

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Packages/com.unity.inputsystem/Documentation~/filter.yml

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@@ -87,4 +87,11 @@ apiRules:
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type: Type
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- exclude:
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uidRegex: ^UnityEngine\.InputSystem\.XR\.EyesControl$
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type: Type
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type: Type
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- exclude:
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uidRegex: ^UnityEngine\.InputSystem\.Users\.InputUser\.platformUserAccount.*$
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type: Member
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- exclude:
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uidRegex: ^UnityEngine\.InputSystem\.Users\.InputUser\.FindUserByAccount.*$
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type: Method
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Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs

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@@ -1326,8 +1326,8 @@ private static void LoadBindingOverridesFromJsonInternal(this IInputActionCollec
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///
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/// public void OnClick()
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/// {
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/// var rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
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/// rebind.Start();
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/// var l_rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
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/// l_rebind.Start();
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/// }
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///
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/// private void UpdateDisplayText()

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

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@@ -250,7 +250,7 @@ public void Waiting()
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/// being true.
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///
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/// Changing the phase of the interaction while a timeout is running will implicitly cancel
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/// the timeout.
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/// the timeout. For example, you must call <see cref="Started()"/> before calling `SetTimeout()`.
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///
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/// <example>
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/// <code>

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

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@@ -100,8 +100,7 @@ public class Sensor : InputDevice
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/// Note that when setting sampling frequencies, there may be limits on the range of frequencies
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/// supported by the underlying hardware/platform.
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///
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/// To support querying sampling frequencies, a sensor device must implement <see cref="QuerySamplingFrequencyCommand"/>.
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/// To support setting frequencies, it must implemenet <see cref="SetSamplingFrequencyCommand"/>.
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/// To support setting frequencies, it must implement <see cref="SetSamplingFrequencyCommand"/>.
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/// </remarks>
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/// <exception cref="NotSupportedException">Thrown when reading the property and the underlying
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/// sensor does not support querying of sampling frequencies.</exception>

Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerInputManager.cs

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@@ -334,6 +334,12 @@ public void EnableJoining()
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/// <summary>
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/// Inhibit players from joining the game.
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/// </summary>
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/// <remarks>
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/// Note that this method might disable the action, depending on how the player
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/// joined initially. Specifically, if the initial joining was triggered using
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/// the <see cref="PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered"/> behavior,
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/// this method also disables the join action.
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/// </remarks>
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/// <seealso cref="EnableJoining"/>
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/// <seealso cref="joiningEnabled"/>
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public void DisableJoining()

Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerJoinBehavior.cs

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@@ -15,11 +15,17 @@ public enum PlayerJoinBehavior
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/// </summary>
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JoinPlayersWhenButtonIsPressed,
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/// <summary>
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/// Listen for button presses on devices that are not paired to any player. If the control
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/// they triggered matches a specific action and joining is allowed, join a new player using
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/// the device the button was pressed on.
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/// </summary>
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JoinPlayersWhenJoinActionIsTriggered,
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/// <summary>
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/// Do not join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/> or <see cref="PlayerInputManager.JoinPlayerFromAction"/>
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/// explicitly in order to join new players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
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/// Don't join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/>
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/// or <see cref="PlayerInputManager.JoinPlayerFromAction"/> explicitly in order to join new
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/// players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
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/// components directly and they will be joined automatically.
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/// </summary>
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/// <remarks>

Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs

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@@ -102,6 +102,7 @@ public int index
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public uint id => m_Id;
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////TODO: bring documentation for these back when user management is implemented on Xbox and PS
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////For now the docs are filtered out (see Documentation~/filter.yml)
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public InputUserAccountHandle? platformUserAccountHandle => s_GlobalState.allUserData[index].platformUserAccountHandle;
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public string platformUserAccountName => s_GlobalState.allUserData[index].platformUserAccountName;
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public string platformUserAccountId => s_GlobalState.allUserData[index].platformUserAccountId;
@@ -767,6 +768,7 @@ public static int GetUnpairedInputDevices(ref InputControlList<InputDevice> list
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return s_GlobalState.allUsers[userIndex];
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}
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////Doc is filtered out (see Documentation~/filter.yml)
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public static InputUser? FindUserByAccount(InputUserAccountHandle platformUserAccountHandle)
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{
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if (platformUserAccountHandle == default(InputUserAccountHandle))

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