@@ -41,19 +41,27 @@ namespace UnityEngine.InputSystem
4141 /// runtime. However, it is possible to manually add devices using methods such as <see
4242 /// cref="InputSystem.AddDevice{TDevice}(string)"/>.
4343 ///
44- /// <example>
45- /// <code>
46- /// // Add a "synthetic" gamepad that isn't actually backed by hardware.
47- /// var gamepad = InputSystem.AddDevice<Gamepad>();
48- /// </code>
49- /// </example>
50- ///
5144 /// There are subclasses representing the most common types of devices, like <see cref="Mouse"/>,
5245 /// <see cref="Keyboard"/>, <see cref="Gamepad"/>, and <see cref="Touchscreen"/>.
5346 ///
5447 /// To create your own types of devices, you can derive from InputDevice and register your device
5548 /// as a new "layout".
5649 ///
50+ /// Devices can have usages like any other control (<see cref="InputControl.usages"/>). Unlike other controls,
51+ /// however, usages of InputDevices are allowed to be changed on the fly without requiring a change to the
52+ /// device layout (see <see cref="InputSystem.SetDeviceUsage(InputDevice,string)"/>).
53+ ///
54+ /// For a more complete example of how to implement custom input devices, check out the "Custom Device"
55+ /// sample which you can install from the Unity package manager.
56+ ///
57+ /// And, as always, you can also find more information in the <a href="../manual/Devices.html">manual</a>.
58+ /// </remarks>
59+ /// <example>
60+ /// <code>
61+ /// // Add a "synthetic" gamepad that isn't actually backed by hardware.
62+ /// var gamepad = InputSystem.AddDevice<Gamepad>();
63+ /// </code>
64+ /// </example>
5765 /// <example>
5866 /// <code>
5967 /// // InputControlLayoutAttribute attribute is only necessary if you want
@@ -131,16 +139,6 @@ namespace UnityEngine.InputSystem
131139 /// }
132140 /// </code>
133141 /// </example>
134- ///
135- /// Devices can have usages like any other control (<see cref="InputControl.usages"/>). Unlike other controls,
136- /// however, usages of InputDevices are allowed to be changed on the fly without requiring a change to the
137- /// device layout (see <see cref="InputSystem.SetDeviceUsage(InputDevice,string)"/>).
138- ///
139- /// For a more complete example of how to implement custom input devices, check out the "Custom Device"
140- /// sample which you can install from the Unity package manager.
141- ///
142- /// And, as always, you can also find more information in the <a href="../manual/Devices.html">manual</a>.
143- /// </remarks>
144142 /// <seealso cref="InputControl"/>
145143 /// <seealso cref="Mouse"/>
146144 /// <seealso cref="Keyboard"/>
@@ -508,9 +506,9 @@ public virtual void MakeCurrent()
508506 /// </summary>
509507 /// <remarks>
510508 /// This is called <em>after</em> the device has already been added.
511- /// <seealso cref="InputSystem.devices"/>
512- /// <seealso cref="InputDeviceChange.Added"/>
513- /// <seealso cref="OnRemoved"/>
509+ /// <see cref="InputSystem.devices"/>
510+ /// <see cref="InputDeviceChange.Added"/>
511+ /// <see cref="OnRemoved"/>
514512 /// </remarks>
515513 /// <example>
516514 /// <code>
@@ -537,9 +535,9 @@ protected virtual void OnAdded()
537535 /// </summary>
538536 /// <remarks>
539537 /// This is called <em>after</em> the device has already been removed.
540- /// <seealso cref="InputSystem.devices"/>
541- /// <seealso cref="InputDeviceChange.Removed"/>
542- /// <seealso cref="OnAdded"/>
538+ /// <see cref="InputSystem.devices"/>
539+ /// <see cref="InputDeviceChange.Removed"/>
540+ /// <see cref="OnAdded"/>
543541 /// </remarks>
544542 /// <example>
545543 /// <code>
@@ -575,7 +573,7 @@ protected virtual void OnRemoved()
575573 /// </remarks>
576574 /// <seealso cref="InputManager.OnUpdate"/>
577575 /// <seealso cref="InputDeviceChange.ConfigurationChanged"/>
578- /// <seealso cref="OnConfigurationChanged"/>///
576+ /// <seealso cref="OnConfigurationChanged"/>
579577 protected virtual void OnConfigurationChanged ( )
580578 {
581579 }
@@ -593,8 +591,8 @@ protected virtual void OnConfigurationChanged()
593591 /// the device API. This is most useful for devices implemented in the native Unity runtime
594592 /// which, through the command interface, may provide custom, device-specific functions.
595593 ///
596- /// This is a low-level API. It works in a similar way to <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396" target="_blank" >
597- /// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl" target="_blank" >ioctl</a>
594+ /// This is a low-level API. It works in a similar way to <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396">
595+ /// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl">ioctl</a>
598596 /// on UNIX-like systems.
599597 /// </remarks>
600598 public unsafe long ExecuteCommand < TCommand > ( ref TCommand command )
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