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Merge branch 'develop' into isxb-1482/fix-custom-processor-serializesbyIndex
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.github/codecov.yml

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codecov:
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max_report_age: false
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require_ci_to_pass: false
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notify:
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wait_for_ci: true
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coverage:
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precision: 2
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round: down
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range: "50...70"
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status:
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patch: true
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default_rules:
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flag_coverage_not_uploaded_behavior: exclude
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project:
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default:
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target: auto
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threshold: 1%
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base: auto
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if_ci_failed: success
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informational: true
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only_pulls: true
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comment:
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layout: "diff,flags,files"
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behavior: default
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require_changes: false
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require_base: true
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require_head: true
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after_n_builds: 1
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flag_management:
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default_rules:
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carryforward: true

.yamato/analyze.yml

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@@ -17,10 +17,7 @@ code_analyser:
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- upm-ci project test --project-path Tools/CodeAnalyzerTestProject -u 2021.3
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triggers:
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cancel_old_ci: true
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pull_requests:
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- targets:
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only:
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- "develop"
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expression: pull_request.(target eq "develop" AND NOT changes.all match "**/*.md")
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artifacts:
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UTR_Output.zip:
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paths:

.yamato/config.metadata

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@@ -6,6 +6,8 @@ editors:
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run_tvos: false
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- version: 6000.1
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run_tvos: false
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- version: 6000.2
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run_tvos: false
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- version: trunk
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run_tvos: false
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.yamato/format.yml

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- perl unity-meta/Tools/Format/format.pl Assets Packages --dry-run
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triggers:
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cancel_old_ci: true
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pull_requests:
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- targets:
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only:
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- "develop"
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expression: pull_request.(target eq "develop" AND NOT changes.all match "**/*.md")

.yamato/test-samples.yml

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- Editor=.Editor/Unity.app/Contents/MacOS/Unity Method=DryRun sh ExternalSampleProjects/publish.sh
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triggers:
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cancel_old_ci: true
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pull_requests:
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- targets:
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only:
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- "develop"
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expression: pull_request.(target eq "develop" AND NOT changes.all match "**/*.md")
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artifacts:
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UTR_Output.zip:
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paths:

.yamato/upm-ci.yml

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Assets/Tests/InputSystem.Editor/InputActionsEditorTests.cs

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@@ -74,7 +74,6 @@ IEnumerator WaitForActionRename(int index, bool isActive, double timeoutSecs = 5
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#endregion
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[Test]
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[Ignore("Instability, see ISXB-1284")]
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public void CanListActionMaps()
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{
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var actionMapsContainer = m_Window.rootVisualElement.Q("action-maps-container");
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}
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[UnityTest]
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[Ignore("Instability, see ISXB-1284")]
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public IEnumerator CanCreateActionMap()
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{
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var button = m_Window.rootVisualElement.Q<Button>("add-new-action-map-button");
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}
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[UnityTest]
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[Ignore("Instability, see ISXB-1284")]
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public IEnumerator CanRenameActionMap()
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{
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var actionMapsContainer = m_Window.rootVisualElement.Q("action-maps-container");
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}
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[UnityTest]
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[Ignore("Instability, see ISXB-1284")]
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public IEnumerator CanDeleteActionMap()
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{
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var actionMapsContainer = m_Window.rootVisualElement.Q("action-maps-container");
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}
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[UnityTest]
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[Ignore("Instability, see ISXB-1284")]
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public IEnumerator CanRenameAction()
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{
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var actionContainer = m_Window.rootVisualElement.Q("actions-container");
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// Click twice to start the rename
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SimulateClickOn(actionItem[1]);
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yield return WaitForNotDirty();
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// If the item is already focused, don't click again
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if (!actionItem[1].IsFocused)
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{

Assets/Tests/InputSystem/CoreTests_Actions_Interactions.cs

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Assert.That(action.phase, Is.EqualTo(InputActionPhase.Waiting));
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}
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[Test]
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[Category("Actions")]
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public void Actions_CanPerformTapInteractionWithAnalogControls()
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{
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ResetTime();
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var gamepad = InputSystem.AddDevice<Gamepad>();
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var action = new InputAction(binding: "<Gamepad>/leftTrigger", type: InputActionType.Button,
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interactions: "tap(duration=0.2)");
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// This is the default value, which makes the release point to be 0.75 * 0.5 = 0.375.
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InputSystem.settings.defaultButtonPressPoint = 0.5f;
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action.Enable();
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currentTime = 0f;
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using (var trace = new InputActionTrace())
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{
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trace.SubscribeTo(action);
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currentTime = 0.1f;
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Set(gamepad.leftTrigger, 0.3f);
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currentTime = 0.2f;
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Set(gamepad.leftTrigger, 0.54f);
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Assert.That(trace,
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Started<TapInteraction>(action, value: 0.54f, time: 0.2f));
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trace.Clear();
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// Assert that a timeout will ocurr and a canceled event will be triggered.
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currentTime = 0.5f;
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Set(gamepad.leftTrigger, 0.9f);
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Assert.That(trace,
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Canceled<TapInteraction>(action));
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trace.Clear();
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// Maintain a value above the press point for a while to assess that a start event is not triggered.
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// This was the case where the tap interaction was previously re-starting.
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currentTime = 1.2f;
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Set(gamepad.leftTrigger, 0.52f);
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Assert.That(trace, Is.Empty);
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// Go below the release point so check that no cancel event is triggered, since it didn't start.
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// This was the case where the tap interaction was previously re-starting and then would cancel after
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// timeout.
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currentTime = 1.5f;
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Set(gamepad.leftTrigger, 0.2f);
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Assert.That(trace, Is.Empty);
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// Go above the press point again and check that a start event is triggered.
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currentTime = 2.0f;
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Set(gamepad.leftTrigger, 0.6f);
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Assert.That(trace,
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Started<TapInteraction>(action));
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trace.Clear();
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currentTime = 2.10f;
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Set(gamepad.leftTrigger, 0.4f);
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// Check that the tap is performed.
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currentTime = 2.15f;
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Set(gamepad.leftTrigger, 0.2f);
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Assert.That(trace,
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Performed<TapInteraction>(action));
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}
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}
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[Test]
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[Category("Actions")]
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public void Actions_CanPerformDoubleTapInteraction()

Packages/com.unity.inputsystem/CHANGELOG.md

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- Fixed Inspector Window being refreshed all the time when a PlayerInput component is present with Invoke Unity Events nofication mode chosen [ISXB-1448](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1448)
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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)
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- Fixed an issue that caused input processors with enum properties to incorrectly serialise by index instead of by value [ISXB-1474](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1474)
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## [1.14.0] - 2025-03-20

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

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This page introduces the basic concepts that relate to working with the Input System. They relate to the steps in the sequence of events that occur when a user sends input to your game or app. The Input System provides features which implement these steps, or you can choose to implement some of them yourself.
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![](Images/ConceptsOverview.png)
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![A flowchart showing the general workflow of the Input System, with icons representing the different concepts. It starts with the User icon, which then leads into the Input Device and its Controls icon. This then leads into the Action Map and Actions concept. The Input Device and Action Map and Actions icons are collectively grouped under the Binding header. This leads into the final icon representing your action code.](Images/ConceptsOverview.png)
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|Concept|Description|
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|-------|-----------|

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