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Copy file name to clipboardExpand all lines: 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)
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/ProjectWideActions.md
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@@ -9,7 +9,7 @@ While it's possible to have more than one Action Asset in a project, most projec
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The Input System's **project-wide actions** feature allows you to choose an individual Action Asset as being available project-wide, which means the actions within that asset are available more conveniently through the Input System API without needing to set up a reference to the Actions Asset.
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The Action Asset assigned as project-wide is also a [preloaded asset](https://docs.unity3d.com/ScriptReference/PlayerSettings.GetPreloadedAssets.html), loaded when your app starts up, and kept available until until it terminates.
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The Action Asset assigned as project-wide is also a [preloaded asset](https://docs.unity3d.com/ScriptReference/PlayerSettings.GetPreloadedAssets.html), loaded when your app starts up, and kept available until it terminates.
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Unless you have specific project requirements that require more than one Action Asset, the recommended workflow is to use a single Action Asset assigned as the project-wide actions, as described below.
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These default actions mean that in many cases, you can start scripting with the Input System without any configuration by referring to the names of the default actions that are already configured for you. You can also rename and reconfigure the default actions, or delete these default configurations to suit your needs.
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If you’d like to delete all the default actions so that you can start from an empty configuration, you don’t need to delete the individual actions one-by-one. You can delete the each Action Map, which deletes all the Actions contained in the maps in one go.
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If you’d like to delete all the default actions so that you can start from an empty configuration, you don’t need to delete the individual actions one-by-one. You can delete each Action Map, which deletes all the Actions contained in the maps in one go.
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You can also delete all action maps, or reset all the actions back to the default values from the **more** (⋮) menu at the top right of the Input Actions section of the settings window, below the Project Settings window search field.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/QuickStartGuide.md
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The "Player" Action Map defines several game-related actions such as "Move", "Look", "Jump" and "Attack" actions. The "UI" action map defines several user-interface-related actions such as "Navigate", "Submit" and "Cancel".
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Each each default action has bindings to several different types of Control. For example:
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Each default action has bindings to several different types of Control. For example:
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- The "Move" action is bound to the "WSAD" keyboard keys and arrow keys, a gamepad stick, the primary 2D axis on an XR controller
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- The "Jump" action is bound to the space key, the "south" button on a gamepad, and the secondary button on an XR controller.
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1. Add the Input System "`using`" statement at the top of your script.
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2. Create variables to hold the Action references.
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3. In your Start method, find the and store the Action references.
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3. In your Start method, find and store the Action references.
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4. In your Update method, read the values from the Action references, and add your own code to respond accordingly.
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These steps are shown in the example script below:
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