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9 changes: 8 additions & 1 deletion Packages/com.unity.inputsystem/Documentation~/filter.yml
Original file line number Diff line number Diff line change
Expand Up @@ -87,4 +87,11 @@ apiRules:
type: Type
- exclude:
uidRegex: ^UnityEngine\.InputSystem\.XR\.EyesControl$
type: Type
type: Type
- exclude:
uidRegex: ^UnityEngine\.InputSystem\.Users\.InputUser\.platformUserAccount.*$
type: Member
- exclude:
uidRegex: ^UnityEngine\.InputSystem\.Users\.InputUser\.FindUserByAccount.*$
type: Method

Original file line number Diff line number Diff line change
Expand Up @@ -1326,8 +1326,8 @@ private static void LoadBindingOverridesFromJsonInternal(this IInputActionCollec
///
/// public void OnClick()
/// {
/// var rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
/// rebind.Start();
/// var l_rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
/// l_rebind.Start();
/// }
///
/// private void UpdateDisplayText()
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Expand Up @@ -250,7 +250,7 @@ public void Waiting()
/// being true.
///
/// Changing the phase of the interaction while a timeout is running will implicitly cancel
/// the timeout.
/// the timeout. For example, you must call <see cref="Started()"/> before calling `SetTimeout()`.
///
/// <example>
/// <code>
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3 changes: 1 addition & 2 deletions Packages/com.unity.inputsystem/InputSystem/Devices/Sensor.cs
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Expand Up @@ -100,8 +100,7 @@ public class Sensor : InputDevice
/// Note that when setting sampling frequencies, there may be limits on the range of frequencies
/// supported by the underlying hardware/platform.
///
/// To support querying sampling frequencies, a sensor device must implement <see cref="QuerySamplingFrequencyCommand"/>.
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Why is this line removed?

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I removed that line because we don't document that command because it's internal. Users get frustrated when we recommend using something but they can't find it. I confirmed with @ritamerkl that it was ok to remove that line in a Slack thread on the input-team channel.

/// To support setting frequencies, it must implemenet <see cref="SetSamplingFrequencyCommand"/>.
/// To support setting frequencies, it must implement <see cref="SetSamplingFrequencyCommand"/>.
/// </remarks>
/// <exception cref="NotSupportedException">Thrown when reading the property and the underlying
/// sensor does not support querying of sampling frequencies.</exception>
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Expand Up @@ -334,6 +334,12 @@ public void EnableJoining()
/// <summary>
/// Inhibit players from joining the game.
/// </summary>
/// <remarks>
/// Note that this method might disable the action, depending on how the action
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I assume this meant to say "depending on how the player joined..." instead

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Fixed wording. Thanks for catching that!

/// was joined initially. Specifically, if the initial joining was triggered using
/// the <see cref="PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered"/> behavior,
/// this method also disables the join action.
/// </remarks>
/// <seealso cref="EnableJoining"/>
/// <seealso cref="joiningEnabled"/>
public void DisableJoining()
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Expand Up @@ -15,11 +15,17 @@ public enum PlayerJoinBehavior
/// </summary>
JoinPlayersWhenButtonIsPressed,

/// <summary>
/// Listen for button presses on devices that are not paired to any player. If the control
/// they triggered matches a specific action and joining is allowed, join a new player using
/// the device the button was pressed on.
/// </summary>
JoinPlayersWhenJoinActionIsTriggered,

/// <summary>
/// Do not join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/> or <see cref="PlayerInputManager.JoinPlayerFromAction"/>
/// explicitly in order to join new players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
/// Don't join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/>
/// or <see cref="PlayerInputManager.JoinPlayerFromAction"/> explicitly in order to join new
/// players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
/// components directly and they will be joined automatically.
/// </summary>
/// <remarks>
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Expand Up @@ -102,6 +102,7 @@ public int index
public uint id => m_Id;

////TODO: bring documentation for these back when user management is implemented on Xbox and PS
////For now the docs are filtered out (see Documentation~/filter.yml)
public InputUserAccountHandle? platformUserAccountHandle => s_GlobalState.allUserData[index].platformUserAccountHandle;
public string platformUserAccountName => s_GlobalState.allUserData[index].platformUserAccountName;
public string platformUserAccountId => s_GlobalState.allUserData[index].platformUserAccountId;
Expand Down Expand Up @@ -767,6 +768,7 @@ public static int GetUnpairedInputDevices(ref InputControlList<InputDevice> list
return s_GlobalState.allUsers[userIndex];
}

////Doc is filtered out (see Documentation~/filter.yml)
public static InputUser? FindUserByAccount(InputUserAccountHandle platformUserAccountHandle)
{
if (platformUserAccountHandle == default(InputUserAccountHandle))
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