diff --git a/Packages/com.unity.inputsystem/Documentation~/ActionBindings.md b/Packages/com.unity.inputsystem/Documentation~/ActionBindings.md index 153e0f73ae..dfbcfe49be 100644 --- a/Packages/com.unity.inputsystem/Documentation~/ActionBindings.md +++ b/Packages/com.unity.inputsystem/Documentation~/ActionBindings.md @@ -74,7 +74,7 @@ myAction.AddCompositeBinding("Axis") .With("Negative", "/leftTrigger"); ``` -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. +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. Note that each composite part can be bound arbitrary many times. @@ -511,7 +511,7 @@ playerInput.actions.FindActionMap("gameplay").ChangeBinding(0).Erase(); ### Adding Bindings -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_). +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_). ```CSharp // Add a binding for the left mouse button to the "fire" action. diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/IInputInteraction.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/IInputInteraction.cs index b896c073ca..f29e6f4c71 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/IInputInteraction.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/IInputInteraction.cs @@ -239,7 +239,7 @@ public interface IInputInteraction /// if (actuationTime >= 1) /// context.Performed(); /// else - /// context.Cancelled(); + /// context.Canceled(); /// } /// /// // Control changed value somewhere above 3/4 of its actuation. Doesn't diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 0ff8a5754e..3b3f5604f7 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -381,7 +381,7 @@ public static string GetBindingDisplayString(this InputAction action, int bindin /// for which to get a display string. /// Receives the name of the used for the /// device in the given binding, if applicable. Otherwise is set to null. If, for example, the binding - /// is "<Gamepad>/buttonSouth", the resulting value is "Gamepad. + /// is "<Gamepad>/buttonSouth", the resulting value is "Gamepad". /// Receives the path to the control on the device referenced in the given binding, /// if applicable. Otherwise is set to null. If, for example, the binding is "<Gamepad>/leftStick/x", /// the resulting value is "leftStick/x". diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputBinding.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputBinding.cs index 92d29faab9..cb6c83af3d 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputBinding.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputBinding.cs @@ -61,7 +61,7 @@ public struct InputBinding : IEquatable /// // A binding that belongs to the "Keyboard&Mouse" and "Gamepad" group. /// new InputBinding /// { - /// path = "*/{PrimaryAction}, + /// path = "*/{PrimaryAction}", /// groups = "Keyboard&Mouse;Gamepad" /// }; /// @@ -281,7 +281,7 @@ public string overrideProcessors /// /// new InputBinding /// { - /// path = "*/{PrimaryAction}, + /// path = "*/{PrimaryAction}", /// // Associate the binding both with the "KeyboardMouse" and /// // the "Gamepad" group. /// groups = "KeyboardMouse;Gamepad", diff --git a/Packages/com.unity.inputsystem/InputSystem/Controls/InputControlPath.cs b/Packages/com.unity.inputsystem/InputSystem/Controls/InputControlPath.cs index b1a0aaaa3f..85e5db8c62 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Controls/InputControlPath.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Controls/InputControlPath.cs @@ -204,7 +204,7 @@ public static string ToHumanReadableString(string path, /// /// A control path such as "<XRController>{LeftHand}/position". /// Receives the name of the device layout that the control path was resolved to. - /// This is useful + /// This is useful if you want to decide on an icon to display that represents the device. /// Receives the path to the referenced control on the device or null if not applicable. /// For example, with a of "<Gamepad>/dpad/up", the resulting control path /// will be "dpad/up". This is useful when trying to look up additional resources (such as images) based on the diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs index 02518240b7..5717090329 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs @@ -170,7 +170,7 @@ public ReadOnlyArray lostDevices /// cref="ActivateControlScheme(InputControlScheme)"/> and related APIs like /// and ). /// - /// Note that is generally does not make sense for users to share actions. Instead, each user should + /// Note that it generally does not make sense for users to share actions. Instead, each user should /// receive a set of actions private to the user. /// ///