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Fixed comments for rename of method done earlier in 676ad0f
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Assets/Tests/InputSystem/CoreTests_Actions.cs

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@@ -82,7 +82,7 @@ public IEnumerator Actions_WasStateReachedThisRenderingFrameOperatesIndependentl
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Assert.That(simpleAction.WasPressedThisDynamicUpdate(), Is.True);
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Assert.That(simpleAction.WasReleasedThisDynamicUpdate(), Is.True);
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InputSystem.Update(); // a manual update happens between two frames, that does not affect the output of the WasPerformedThisRenderingFrame
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InputSystem.Update(); // a manual update happens between two frames, that does not affect the output of the WasPerformedThisDynamicUpdate
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Assert.That(simpleAction.WasPerformedThisDynamicUpdate(), Is.True);
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Assert.That(simpleAction.WasPressedThisDynamicUpdate(), Is.True);

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 WasPerformedThisRenderingFrame() for
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// NOTE: Whereas we use callbacks for the other actions, we rely on WasPerformedThisDynamicUpdate() 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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