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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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@@ -31,6 +31,7 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed documentation to clarify bindings with modifiers `overrideModifiersNeedToBePressedFirst` configuration [ISXB-806](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-806).
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- Fixed an issue in `Samples/Visualizers/GamepadVisualizer.unity` sample where the visualization wouldn't handle device disconnects or current device changes properly (ISXB-1243).
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- Fixed an issue when displaying Serialized InputAction's Processor properties inside the Inspector window. [ISXB-1269](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1269)
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- Fixed an issue with default device selection when adding new Control Scheme.
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### Changed
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- Added back the InputManager to InputSystem project-wide asset migration code with performance improvement (ISX-2086).
/// // Add a "synthetic" gamepad that isn't actually backed by hardware.
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/// var gamepad = InputSystem.AddDevice<Gamepad>();
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/// </code>
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/// </example>
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///
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/// There are subclasses representing the most common types of devices, like <see cref="Mouse"/>,
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/// <see cref="Keyboard"/>, <see cref="Gamepad"/>, and <see cref="Touchscreen"/>.
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///
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/// To create your own types of devices, you can derive from InputDevice and register your device
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/// as a new "layout".
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///
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/// Devices can have usages like any other control (<see cref="InputControl.usages"/>). However, usages of InputDevices are allowed to be changed on the fly without requiring a change to the
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/// device layout (see <see cref="InputSystem.SetDeviceUsage(InputDevice,string)"/>).
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///
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/// For a more complete example of how to implement custom input devices, check out the "Custom Device"
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/// sample which you can install from the Unity package manager.
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///
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/// You can also find more information in the <a href="../manual/Devices.html">manual</a>.
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/// </remarks>
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/// <example>
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/// <code>
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/// using System.Runtime.InteropServices;
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/// using UnityEditor;
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/// using UnityEngine;
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/// using UnityEngine.InputSystem;
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/// using UnityEngine.InputSystem.Controls;
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/// using UnityEngine.InputSystem.Layouts;
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/// using UnityEngine.InputSystem.LowLevel;
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/// using UnityEngine.InputSystem.Utilities;
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///
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/// // InputControlLayoutAttribute attribute is only necessary if you want
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/// // to override default behavior that occurs when registering your device
/// the device API. This is most useful for devices implemented in the native Unity runtime
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/// which, through the command interface, may provide custom, device-specific functions.
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///
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/// This is a low-level API. It works in a similar way to <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396" target="_blank">
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/// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl" target="_blank">ioctl</a>
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/// This is a low-level API. It works in a similar way to <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396">
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/// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl">ioctl</a>
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