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Fix compile error in test and uncomment profiler marker.
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+3
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Assets/Tests/InputSystem/Plugins/UITests.cs

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@@ -1793,13 +1793,15 @@ public IEnumerator UI_CanReleaseAndPressTouchesOnSameFrame()
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.Matches((UICallbackReceiver.Event e) => e.pointerData.pointerType == UIPointerType.Touch).And
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.Matches((UICallbackReceiver.Event e) => e.pointerData.position == secondPosition));
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#if UNITY_2021_2_OR_NEWER
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Assert.That(scene.rightChildReceiver.events,
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Has.Exactly(1).With.Property("type").EqualTo(EventType.PointerMove).And
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.Matches((UICallbackReceiver.Event e) => e.pointerData.device == touchScreen).And
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.Matches((UICallbackReceiver.Event e) => e.pointerData.touchId == 2).And
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.Matches((UICallbackReceiver.Event e) => e.pointerData.pointerId == pointerIdTouch2).And
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.Matches((UICallbackReceiver.Event e) => e.pointerData.pointerType == UIPointerType.Touch).And
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.Matches((UICallbackReceiver.Event e) => e.pointerData.position == secondPosition));
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#endif
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// Pointer 3
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Assert.That(scene.rightChildReceiver.events,

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

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@@ -1305,7 +1305,7 @@ internal bool ResolveBindingsIfNecessary()
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/// </remarks>
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internal void ResolveBindings()
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{
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// using (k_ResolveBindingsProfilerMarker.Auto())
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using (k_ResolveBindingsProfilerMarker.Auto())
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{
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// Make sure that if we trigger callbacks as part of disabling and re-enabling actions,
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// we don't trigger a re-resolve while we're already resolving bindings.

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