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Rene Damm
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MERGE: develop => stable.
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Assets/Samples/InGameHints/InGameHintsActions.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.1.0
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// version 1.1.1
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// from Assets/Samples/InGameHints/InGameHintsActions.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if

Assets/Samples/SimpleDemo/SimpleControls.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.1.0
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// version 1.1.1
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// from Assets/Samples/SimpleDemo/SimpleControls.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if

Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -8,6 +8,14 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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Due to package verification, the latest version below is the unpublished version and the date is meaningless.
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however, it has to be formatted properly to pass verification tests.
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## [1.1.1] - 2021-09-03
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### Fixed
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- Fixed `InvalidCastException: Specified cast is not valid.` and `InvalidOperationException: Already have an event buffer set! Was OnUpdate() called recursively?` when upgrading from 1.1.0-pre.5 or earlier. If you experience this issue you can also restart the editor to resolve it.
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- Fixed `InputDeviceChange.Destroyed` not being available, now it's correctly marked as obsolete instead.
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- Removed documentation around platform user account management of `InputUser` which was ahead of actual backend support for the feature.
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## [1.1.0] - 2021-08-27
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### Changed

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

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>__Note__: The user management API is quite low-level in nature. The stock functionality of [`PlayerInputManager`](Components.md#playerinputmanager-component) (see [Components](./Components.md)) provides an easier way to set up user management. The API described here is useful when you want more control over user management.
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In the Input System, each [`InputUser`](../api/UnityEngine.InputSystem.Users.InputUser.html) represents a human interacting with the application. For example, you can have multiple users playing a game together on a single computer or device (local multiplayer), where each user has one or more [paired Input Devices](#device-pairing). A user might be associated with a platform [user account](#user-account-management), if the platform and Devices support it.
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In the Input System, each [`InputUser`](../api/UnityEngine.InputSystem.Users.InputUser.html) represents a human interacting with the application. For example, you can have multiple users playing a game together on a single computer or device (local multiplayer), where each user has one or more [paired Input Devices](#device-pairing).
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The [`PlayerInputManager`](Components.md#playerinputmanager-component) class uses [`InputUser`](../api/UnityEngine.InputSystem.Users.InputUser.html) internally to handle users.
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To get notifications about these changes, subscribe to the [`InputUser.onChange`](../api/UnityEngine.InputSystem.Users.InputUser.html#UnityEngine_InputSystem_Users_InputUser_onChange) event.
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## User account management
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The Input System can associate a user with a platform-specific user account, if both the platform and the Devices support this. Consoles commonly support this functionality. Platforms that support user account association are Xbox One, PlayStation 4, Nintendo Switch, and UWP.
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Use the [`platformUserAccountHandle`](../api/UnityEngine.InputSystem.Users.InputUser.html#UnityEngine_InputSystem_Users_InputUser_platformUserAccountHandle) property to query the associated user account for an [`InputUser`](../api/UnityEngine.InputSystem.Users.InputUser.html). This property gets determined when the user is first [paired to a Device](#device-pairing), and the Device has any platform user information the Input System can query.
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The account associated with an InputUser might change if the player uses the platform's facilities to switch to a different account ([`InputUser.onChange`](../api/UnityEngine.InputSystem.Users.InputUser.html#UnityEngine_InputSystem_Users_InputUser_onChange) receives an `InputUserChange.AccountChanged` notification).
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Note that for WSA/UWP apps, the *User Account Information* capability must be enabled for the app in order for user information to come through on input devices.
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## Debugging
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Check the debugger documentation to learn [how to debug active users](Debugging.md#debugging-users-and-playerinput).

Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs

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// Keep this in sync with "Packages/com.unity.inputsystem/package.json".
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// NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include
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// "-preview" suffixes here.
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internal const string kAssemblyVersion = "1.1.0";
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internal const string kAssemblyVersion = "1.1.1";
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internal const string kDocUrl = "https://docs.unity3d.com/Packages/[email protected]";
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}
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}

Packages/com.unity.inputsystem/InputSystem/Devices/InputDevice.cs

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HasStateCallbacks = 1 << 1,
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HasControlsWithDefaultState = 1 << 2,
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HasDontResetControls = 1 << 3,
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HasEventMerger = 1 << 4,
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HasDontResetControls = 1 << 10,
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HasEventMerger = 1 << 13,
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Remote = 1 << 5, // It's a local mirror of a device from a remote player connection.
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Native = 1 << 6, // It's a device created from data surfaced by NativeInputRuntime.
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Remote = 1 << 3, // It's a local mirror of a device from a remote player connection.
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Native = 1 << 4, // It's a device created from data surfaced by NativeInputRuntime.
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DisabledInFrontend = 1 << 7, // Explicitly disabled on the managed side.
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DisabledInRuntime = 1 << 8, // Disabled in the native runtime.
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DisabledWhileInBackground = 1 << 9, // Disabled while the player is running in the background.
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DisabledStateHasBeenQueriedFromRuntime = 1 << 10, // Whether we have fetched the current enable/disable state from the runtime.
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DisabledInFrontend = 1 << 5, // Explicitly disabled on the managed side.
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DisabledInRuntime = 1 << 7, // Disabled in the native runtime.
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DisabledWhileInBackground = 1 << 8, // Disabled while the player is running in the background.
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DisabledStateHasBeenQueriedFromRuntime = 1 << 6, // Whether we have fetched the current enable/disable state from the runtime.
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CanRunInBackground = 1 << 11,
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CanRunInBackgroundHasBeenQueried = 1 << 12,

Packages/com.unity.inputsystem/InputSystem/Devices/InputDeviceChange.cs

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using System;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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/// This notification is sent before the actual reset happens.
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/// </summary>
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HardReset,
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[Obsolete("Destroyed enum has been deprecated.")]
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Destroyed,
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}
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}

Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator
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// version 1.1.0
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// version 1.1.1
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// from "Keyboard" layout
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//
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// Changes to this file may cause incorrect behavior and will be lost if

Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator
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// version 1.1.0
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// version 1.1.1
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// from "Mouse" layout
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//
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// Changes to this file may cause incorrect behavior and will be lost if

Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator
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// version 1.1.0
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// version 1.1.1
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// from "Touchscreen" layout
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//
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// Changes to this file may cause incorrect behavior and will be lost if

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