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DOCS: Trivial changes to documentation (batch changes to fix tiny typos) (#2235)
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Packages/com.unity.inputsystem/Documentation~/ActionBindings.md

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@@ -74,7 +74,7 @@ myAction.AddCompositeBinding("Axis")
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.With("Negative", "<Gamepad>/leftTrigger");
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```
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Each Composite consists of one Binding that has [`InputBinding.isComposite`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_isComposite) set to true, followed by one or more Bindings that have [`InputBinding.isPartOfComposiste`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_isPartOfComposite) set to true. In other words, several consecutive entries in [`InputActionMap.bindings`](../api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_bindings) or [`InputAction.bindings`](../api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_bindings) together form a Composite.
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Each Composite consists of one Binding that has [`InputBinding.isComposite`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_isComposite) set to true, followed by one or more Bindings that have [`InputBinding.isPartOfComposite`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_isPartOfComposite) set to true. In other words, several consecutive entries in [`InputActionMap.bindings`](../api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_bindings) or [`InputAction.bindings`](../api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_bindings) together form a Composite.
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Note that each composite part can be bound arbitrary many times.
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@@ -511,7 +511,7 @@ playerInput.actions.FindActionMap("gameplay").ChangeBinding(0).Erase();
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### Adding Bindings
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New bindings can be added to an Action using [`AddAction`](../api/UnityEngine.InputSystem.InputActionSetupExtensions.html#UnityEngine_InputSystem_InputActionSetupExtensions_AddBinding_UnityEngine_InputSystem_InputAction_System_String_System_String_System_String_System_String_) or [`AddCompositeBinding`](../api/UnityEngine.InputSystem.InputActionSetupExtensions.html#UnityEngine_InputSystem_InputActionSetupExtensions_AddCompositeBinding_UnityEngine_InputSystem_InputAction_System_String_System_String_System_String_).
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New bindings can be added to an Action using [`AddBinding`](../api/UnityEngine.InputSystem.InputActionSetupExtensions.html#UnityEngine_InputSystem_InputActionSetupExtensions_AddBinding_UnityEngine_InputSystem_InputAction_System_String_System_String_System_String_System_String_) or [`AddCompositeBinding`](../api/UnityEngine.InputSystem.InputActionSetupExtensions.html#UnityEngine_InputSystem_InputActionSetupExtensions_AddCompositeBinding_UnityEngine_InputSystem_InputAction_System_String_System_String_System_String_).
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```CSharp
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// Add a binding for the left mouse button to the "fire" action.

Packages/com.unity.inputsystem/InputSystem/Actions/IInputInteraction.cs

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/// if (actuationTime >= 1)
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/// context.Performed();
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/// else
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/// context.Cancelled();
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/// context.Canceled();
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/// }
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///
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/// // Control changed value somewhere above 3/4 of its actuation. Doesn't

Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs

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/// <paramref name="action"/> for which to get a display string.</param>
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/// <param name="deviceLayoutName">Receives the name of the <see cref="InputControlLayout"/> used for the
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/// device in the given binding, if applicable. Otherwise is set to <c>null</c>. If, for example, the binding
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/// is <c>"&lt;Gamepad&gt;/buttonSouth"</c>, the resulting value is <c>"Gamepad</c>.</param>
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/// is <c>"&lt;Gamepad&gt;/buttonSouth"</c>, the resulting value is <c>"Gamepad"</c>.</param>
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/// <param name="controlPath">Receives the path to the control on the device referenced in the given binding,
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/// if applicable. Otherwise is set to <c>null</c>. If, for example, the binding is <c>"&lt;Gamepad&gt;/leftStick/x"</c>,
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/// the resulting value is <c>"leftStick/x"</c>.</param>

Packages/com.unity.inputsystem/InputSystem/Actions/InputBinding.cs

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/// // A binding that belongs to the "Keyboard&amp;Mouse" and "Gamepad" group.
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/// new InputBinding
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/// {
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/// path = "*/{PrimaryAction},
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/// path = "*/{PrimaryAction}",
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/// groups = "Keyboard&amp;Mouse;Gamepad"
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/// };
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/// </code>
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/// <code>
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/// new InputBinding
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/// {
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/// path = "*/{PrimaryAction},
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/// path = "*/{PrimaryAction}",
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/// // Associate the binding both with the "KeyboardMouse" and
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/// // the "Gamepad" group.
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/// groups = "KeyboardMouse;Gamepad",

Packages/com.unity.inputsystem/InputSystem/Controls/InputControlPath.cs

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/// </summary>
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/// <param name="path">A control path such as "&lt;XRController>{LeftHand}/position".</param>
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/// <param name="deviceLayoutName">Receives the name of the device layout that the control path was resolved to.
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/// This is useful </param>
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/// This is useful if you want to decide on an icon to display that represents the device.</param>
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/// <param name="controlPath">Receives the path to the referenced control on the device or <c>null</c> if not applicable.
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/// For example, with a <paramref name="path"/> of <c>"&lt;Gamepad&gt;/dpad/up"</c>, the resulting control path
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/// will be <c>"dpad/up"</c>. This is useful when trying to look up additional resources (such as images) based on the

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

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/// cref="ActivateControlScheme(InputControlScheme)"/> and related APIs like <see cref="controlScheme"/>
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/// and <see cref="controlSchemeMatch"/>).
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///
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/// Note that is generally does not make sense for users to share actions. Instead, each user should
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/// Note that it generally does not make sense for users to share actions. Instead, each user should
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/// receive a set of actions private to the user.
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/// </remarks>
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/// <seealso cref="AssociateActionsWithUser(IInputActionCollection)"/>

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