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Removed redundant mini-TOCs that appear on random pages
- These weren't doc standard compliant and weren't automated (some were missing added sections) - The sidebar TOCs are already automatically generated by DocFx
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Packages/com.unity.inputsystem/Documentation~/ActionAssets.md

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# Input Action Assets
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- [Creating Input Action Assets](#creating-input-action-assets)
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- [Editing Input Action Assets](#editing-input-action-assets)
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- [Using Input Action Assets](#using-input-action-assets)
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- [Type-safe C# API Generation](#type-safe-c-api-generation)
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An Input Action Asset is an Asset which contains a set of [Input Actions](Actions.md) definitions and their associated [Bindings](ActionBindings.md) and [Control Schemes](ActionBindings.md#control-schemes). These Assets have the `.inputactions` file extension and are stored in a plain JSON format.
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The input system creates an Action Asset when you set up the [default project-wide actions](ProjectWideActions.md), but you can also create new Action Assets directly in the Project window.

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

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# Input Bindings
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* [Composite Bindings](#composite-bindings)
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* [1D Axis](#1d-axis)
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* [2D Vector](#2d-vector)
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* [3D Vector](#3d-vector)
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* [One Modifier](#one-modifier)
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* [Two Modifiers](#two-modifiers)
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* [Writing custom Composites](#writing-custom-composites)
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* [Working with Bindings](#working-with-bindings)
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* [Looking up Bindings](#looking-up-bindings)
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* [Changing Bindings](#changing-bindings)
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* [Applying overrides](#applying-overrides)
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* [Erasing Bindings](#erasing-bindings)
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* [Adding Bindings](#adding-bindings)
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* [Setting parameters](#setting-parameters)
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* [Interactive rebinding](#interactive-rebinding)
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* [Saving and loading rebinds](#saving-and-loading-rebinds)
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* [Restoring original Bindings](#restoring-original-bindings)
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* [Displaying Bindings](#displaying-bindings)
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* [Control schemes](#control-schemes)
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* [Details](#details)
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* [Binding resolution](#binding-resolution)
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* [Binding resolution while Actions are enabled](#binding-resolution-while-actions-are-enabled)
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* [Choosing which Devices to use](#choosing-which-devices-to-use)
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* [Conflicting inputs](#conflicting-inputs)
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* [Initial state check](#initial-state-check)
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An [`InputBinding`](../api/UnityEngine.InputSystem.InputBinding.html) represents a connection between an [Action](Actions.md) and one or more [Controls](Controls.md) identified by a [Control path](Controls.md#control-paths). For example, the **right trigger** of a gamepad (a control) might be bound to an an action named "accelerate", so that pulling the right trigger causes a car to accelerate in your game.
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You can add multiple bindings to an action, which is generally useful for supporting multiple types of input device. For example, in the default set of actions, the "Move" action has a binding to the left gamepad stick and the WSAD keys, which means input through any of these bindings will perform the action.

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

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# Controls
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* [Hierarchies](#control-hierarchies)
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* [Types](#control-types)
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* [Usages](#control-usages)
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* [Paths](#control-paths)
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* [State](#control-state)
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* [Actuation](#control-actuation)
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* [Noisy Controls](#noisy-controls)
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* [Synthetic Controls](#synthetic-controls)
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* [Performance Optimization](#performance-optimization)
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An Input Control represents a source of values. These values can be of any structured or primitive type. The only requirement is that the type is [blittable](https://docs.microsoft.com/en-us/dotnet/framework/interop/blittable-and-non-blittable-types).
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> [!NOTE]

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

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# Debugging
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- [Debugging](#debugging)
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- [Input Debugger](#input-debugger)
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- [Debugging Devices](#debugging-devices)
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- [Debugging Actions](#debugging-actions)
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- [Debugging users and PlayerInput](#debugging-users-and-playerinput)
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- [Debugging layouts](#debugging-layouts)
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- [Debugging remotely](#debugging-remotely)
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- [Input visualizers](#input-visualizers)
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- [`InputControlVisualizer`](#inputcontrolvisualizer)
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- [`InputActionVisualizer`](#inputactionvisualizer)
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- [Device Simulator](#device-simulator)
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- [Unity Remote (iOS, Android)](#unity-remote)
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- [Other tips:](#other-tips)
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When something isn't working as expected, the quickest way to troubleshoot what's wrong is the Input Debugger in the Unity Editor. The Input Debugger provides access to the activity of the Input System in both the Editor and the connected Players.
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To open the Input Debugger, go to __Window > Analysis > Input Debugger__ from Unity's main menu.

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

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# Devices
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- [Devices](#devices)
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- [Device descriptions](#device-descriptions)
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- [Capabilities](#capabilities)
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- [Matching](#matching)
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- [Hijacking the matching process](#hijacking-the-matching-process)
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- [Device lifecycle](#device-lifecycle)
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- [Device creation](#device-creation)
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- [Device removal](#device-removal)
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- [Device resets](#device-resets)
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- [Device syncs](#device-syncs)
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- [Device enabling and disabling](#device-enabling-and-disabling)
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- [Background and focus change behavior](#background-and-focus-change-behavior)
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- [Domain reloads in the Editor](#domain-reloads-in-the-editor)
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- [Native Devices](#native-devices)
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- [Disconnected Devices](#disconnected-devices)
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- [Device IDs](#device-ids)
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- [Device usages](#device-usages)
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- [Device commands](#device-commands)
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- [Sending commands to Devices](#sending-commands-to-devices)
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- [Adding custom device Commands](#adding-custom-device-commands)
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- [Device state](#device-state)
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- [State changes](#state-changes)
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- [Monitoring state changes](#monitoring-state-changes)
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- [Synthesizing state](#synthesizing-state)
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- [Working with Devices](#working-with-devices)
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- [Monitoring Devices](#monitoring-devices)
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- [Adding and removing Devices](#adding-and-removing-devices)
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- [Creating custom Devices](#creating-custom-devices)
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- [Step 1: The state struct](#step-1-the-state-struct)
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- [Step 2: The Device class](#step-2-the-device-class)
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- [Step 3: The Update method](#step-3-the-update-method)
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- [Step 4: Device registration and creation](#step-4-device-registration-and-creation)
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- [Step 5: `current` and `all` (optional)](#step-5-current-and-all-optional)
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- [Step 6: Device Commands (Optional)](#step-6-device-commands-optional)
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Physically, Input Devices represent devices attached to the computer, which a user can use to control the app. Logically, Input Devices are the top-level container for [Controls](Controls.md). The [`InputDevice`](../api/UnityEngine.InputSystem.InputDevice.html) class is itself a specialization of [`InputControl`](../api/UnityEngine.InputSystem.InputControl.html). See [supported Devices](SupportedDevices.md) to see what kind of Devices the Input System currently supports.
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To query the set of all currently present Devices, you can use [`InputSystem.devices`](../api/UnityEngine.InputSystem.InputSystem.html#UnityEngine_InputSystem_InputSystem_devices).

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

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# Input events
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* [Types of events](#types-of-events)
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* [State events](#state-events)
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* [Device events](#device-events)
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* [Text events](#text-events)
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* [Working with events](#working-with-events)
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* [Listening to events](#listening-to-events)
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* [Reading state events](#reading-state-events)
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* [Creating events](#creating-events)
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* [Capturing events](#capturing-events)
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* [Processing events](#processing-events)
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* [Merging of events](#merging-of-events)
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The Input System is event-driven. All input is delivered as events, and you can generate custom input by injecting events. You can also observe all source input by listening in on the events flowing through the system.
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> [!NOTE]

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

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# Gamepad Support
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- [Controls](#controls)
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- [Deadzones](#deadzones)
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- [Polling](#polling)
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- [Rumble](#rumble)
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- [Pausing, resuming, and stopping haptics](#pausing-resuming-and-stopping-haptics)
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- [PlayStation controllers](#playstation-controllers)
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- [Xbox controllers](#xbox-controllers)
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- [Switch controllers](#switch-controllers)
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- [Cursor Control](#cursor-control)
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- [Discover all connected devices](#discover-all-connected-devices)
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A [`Gamepad`](../api/UnityEngine.InputSystem.Gamepad.html) is narrowly defined as a Device with two thumbsticks, a D-pad, and four face buttons. Additionally, gamepads usually have two shoulder and two trigger buttons. Most gamepads also have two buttons in the middle.
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A gamepad can have additional Controls, such as a gyro, which the Device can expose. However, all gamepads are guaranteed to have at least the minimum set of Controls described above.

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

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# Installation guide
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- [Installation guide](#installation-guide)
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- [Installing the package](#installing-the-package)
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- [Enabling the new input backends](#enabling-the-new-input-backends)
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- [Installing samples](#installing-samples)
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This page describes how to install and activate the Input System package for your Unity Project.
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> [!NOTE]

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

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# Interactions
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- [Interactions](#interactions)
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- [Operation](#operation)
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- [Multiple Controls on an Action](#multiple-controls-on-an-action)
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- [Multiple Interactions on a Binding](#multiple-interactions-on-a-binding)
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- [Timeouts](#timeouts)
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- [Using Interactions](#using-interactions)
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- [Interactions applied to Bindings](#interactions-applied-to-bindings)
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- [Interactions applied to Actions](#interactions-applied-to-actions)
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- [Predefined Interactions](#predefined-interactions)
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- [Default Interaction](#default-interaction)
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- [Press](#press)
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- [Hold](#hold)
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- [Tap](#tap)
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- [SlowTap](#slowtap)
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- [MultiTap](#multitap)
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- [Writing custom Interactions](#writing-custom-interactions)
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An Interaction represents a specific input pattern. For example, a [hold](#hold) is an Interaction that requires a Control to be held for at least a minimum amount of time.
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Interactions drive responses on Actions. You can place them on individual Bindings or an Action as a whole, in which case they apply to every Binding on the Action. At runtime, when a particular interaction completes, this triggers the Action.

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

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# Layouts
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* [Layout formats](#layout-formats)
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* [Layout from type](#layout-from-type)
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* [Layout from JSON](#layout-from-json)
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* [Generated layouts](#generated-layouts)
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* [Layout inheritance](#layout-inheritance)
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* [Control items](#control-items)
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* [Layout overrides](#layout-overrides)
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* [Precompiled layouts](#precompiled-layouts)
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* [Creating a precompiled layout](#creating-a-precompiled-layout)
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Layouts are the central mechanism by which the Input System learns about types of Input Devices and Input Controls. Each layout represents a specific composition of Input Controls. By matching the description of a Device to a layout, the Input System is able to create the correct type of Device and interpret the incoming input data correctly.
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> [!NOTE]

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