Skip to content

Commit 9a47d3b

Browse files
authored
Merge branch 'develop' into docs-processors
2 parents 3e09334 + 1f9414b commit 9a47d3b

File tree

11 files changed

+36
-48
lines changed

11 files changed

+36
-48
lines changed

.yamato/analyze.yml

Lines changed: 1 addition & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -17,10 +17,7 @@ code_analyser:
1717
- upm-ci project test --project-path Tools/CodeAnalyzerTestProject -u 2021.3
1818
triggers:
1919
cancel_old_ci: true
20-
pull_requests:
21-
- targets:
22-
only:
23-
- "develop"
20+
expression: pull_request.(target eq "develop" AND NOT changes.all match "**/*.md")
2421
artifacts:
2522
UTR_Output.zip:
2623
paths:

.yamato/config.metadata

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -6,6 +6,8 @@ editors:
66
run_tvos: false
77
- version: 6000.1
88
run_tvos: false
9+
- version: 6000.2
10+
run_tvos: false
911
- version: trunk
1012
run_tvos: false
1113

.yamato/format.yml

Lines changed: 1 addition & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,4 @@ check_formatting:
1212
- perl unity-meta/Tools/Format/format.pl Assets Packages --dry-run
1313
triggers:
1414
cancel_old_ci: true
15-
pull_requests:
16-
- targets:
17-
only:
18-
- "develop"
15+
expression: pull_request.(target eq "develop" AND NOT changes.all match "**/*.md")

.yamato/test-samples.yml

Lines changed: 1 addition & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -14,10 +14,7 @@ test_sample_projects_{{ editor.version }}:
1414
- Editor=.Editor/Unity.app/Contents/MacOS/Unity Method=DryRun sh ExternalSampleProjects/publish.sh
1515
triggers:
1616
cancel_old_ci: true
17-
pull_requests:
18-
- targets:
19-
only:
20-
- "develop"
17+
expression: pull_request.(target eq "develop" AND NOT changes.all match "**/*.md")
2118
artifacts:
2219
UTR_Output.zip:
2320
paths:

.yamato/upm-ci.yml

Lines changed: 21 additions & 25 deletions
Large diffs are not rendered by default.

Assets/Tests/InputSystem.Editor/InputActionsEditorTests.cs

Lines changed: 2 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -74,7 +74,6 @@ IEnumerator WaitForActionRename(int index, bool isActive, double timeoutSecs = 5
7474
#endregion
7575

7676
[Test]
77-
[Ignore("Instability, see ISXB-1284")]
7877
public void CanListActionMaps()
7978
{
8079
var actionMapsContainer = m_Window.rootVisualElement.Q("action-maps-container");
@@ -88,7 +87,6 @@ public void CanListActionMaps()
8887
}
8988

9089
[UnityTest]
91-
[Ignore("Instability, see ISXB-1284")]
9290
public IEnumerator CanCreateActionMap()
9391
{
9492
var button = m_Window.rootVisualElement.Q<Button>("add-new-action-map-button");
@@ -117,7 +115,6 @@ public IEnumerator CanCreateActionMap()
117115
}
118116

119117
[UnityTest]
120-
[Ignore("Instability, see ISXB-1284")]
121118
public IEnumerator CanRenameActionMap()
122119
{
123120
var actionMapsContainer = m_Window.rootVisualElement.Q("action-maps-container");
@@ -166,7 +163,6 @@ public IEnumerator CanRenameActionMap()
166163
}
167164

168165
[UnityTest]
169-
[Ignore("Instability, see ISXB-1284")]
170166
public IEnumerator CanDeleteActionMap()
171167
{
172168
var actionMapsContainer = m_Window.rootVisualElement.Q("action-maps-container");
@@ -195,7 +191,6 @@ public IEnumerator CanDeleteActionMap()
195191
}
196192

197193
[UnityTest]
198-
[Ignore("Instability, see ISXB-1284")]
199194
public IEnumerator CanRenameAction()
200195
{
201196
var actionContainer = m_Window.rootVisualElement.Q("actions-container");
@@ -215,6 +210,8 @@ public IEnumerator CanRenameAction()
215210

216211
// Click twice to start the rename
217212
SimulateClickOn(actionItem[1]);
213+
yield return WaitForNotDirty();
214+
218215
// If the item is already focused, don't click again
219216
if (!actionItem[1].IsFocused)
220217
{

Packages/com.unity.inputsystem/CHANGELOG.md

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -23,6 +23,7 @@ however, it has to be formatted properly to pass verification tests.
2323
- 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).
2424
- Fixed Gamepad stick up/down inputs that were not recognized in WebGL. [ISXB-1090](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1090)
2525
- Fixed reenabling the VirtualMouseInput component may sometimes lead to NullReferenceException. [ISXB-1096](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1096)
26+
- 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)
2627
- Fixed PlayerInput component automatically switching away from the default ActionMap set to 'None'.
2728
- Fixed a console error being shown when targeting visionOS builds in 2022.3.
2829
- 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/Documentation~/ProjectWideActions.md

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,7 @@ While it's possible to have more than one Action Asset in a project, most projec
99

1010
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.
1111

12-
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.
12+
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.
1313

1414
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.
1515

@@ -40,7 +40,7 @@ When you create and assign default project-wide actions using the method describ
4040

4141
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.
4242

43-
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.
43+
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.
4444

4545
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.
4646

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

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -33,7 +33,7 @@ The Input System's default configuration comes with two Action Maps: "Player" an
3333

3434
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".
3535

36-
Each each default action has bindings to several different types of Control. For example:
36+
Each default action has bindings to several different types of Control. For example:
3737

3838
- The "Move" action is bound to the "WSAD" keyboard keys and arrow keys, a gamepad stick, the primary 2D axis on an XR controller
3939
- The "Jump" action is bound to the space key, the "south" button on a gamepad, and the secondary button on an XR controller.
@@ -49,7 +49,7 @@ This workflow uses the following steps:
4949

5050
1. Add the Input System "`using`" statement at the top of your script.
5151
2. Create variables to hold the Action references.
52-
3. In your Start method, find the and store the Action references.
52+
3. In your Start method, find and store the Action references.
5353
4. In your Update method, read the values from the Action references, and add your own code to respond accordingly.
5454

5555
These steps are shown in the example script below:

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

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -4122,7 +4122,8 @@ internal void RestoreStateWithoutDevices(SerializedState state)
41224122

41234123
if (m_Settings != null)
41244124
Object.DestroyImmediate(m_Settings);
4125-
m_Settings = state.settings;
4125+
4126+
settings = state.settings;
41264127

41274128
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
41284129
// Note that we just reassign actions and never destroy them since always mapped to persisted asset

0 commit comments

Comments
 (0)