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Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerInputManager.cs

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@@ -335,9 +335,9 @@ public void EnableJoining()
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/// Inhibit players from joining the game.
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/// </summary>
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/// <remarks>
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/// Note that this method might disable the action, depending on how the action
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/// Note that this method might disable the action, depending on how the action
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/// was joined initially. Specifically, if the initial joining was triggered using
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/// the <see cref="PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered"/> behavior,
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/// the <see cref="PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered"/> behavior,
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/// this method also disables the join action.
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/// </remarks>
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/// <seealso cref="EnableJoining"/>

Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerJoinBehavior.cs

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@@ -16,15 +16,15 @@ public enum PlayerJoinBehavior
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JoinPlayersWhenButtonIsPressed,
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/// <summary>
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/// Listen for button presses on devices that are not paired to any player. If the control
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/// they triggered matches a specific action and joining is allowed, join a new player using
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/// Listen for button presses on devices that are not paired to any player. If the control
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/// they triggered matches a specific action and joining is allowed, join a new player using
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/// the device the button was pressed on.
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/// </summary>
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JoinPlayersWhenJoinActionIsTriggered,
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/// <summary>
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/// Don't join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/>
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/// or <see cref="PlayerInputManager.JoinPlayerFromAction"/> explicitly in order to join new
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/// Don't join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/>
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/// or <see cref="PlayerInputManager.JoinPlayerFromAction"/> explicitly in order to join new
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/// players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
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/// components directly and they will be joined automatically.
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/// </summary>

Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs

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@@ -768,7 +768,6 @@ public static int GetUnpairedInputDevices(ref InputControlList<InputDevice> list
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return s_GlobalState.allUsers[userIndex];
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}
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////Doc is filtered out (see Documentation~/filter.yml)
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public static InputUser? FindUserByAccount(InputUserAccountHandle platformUserAccountHandle)
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{

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