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Dmytro Ivanov
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Revert "Fixed behavior field repaint when switching input actions"
This reverts commit 0b65541.
1 parent 0b65541 commit 0c2d01a

2 files changed

Lines changed: 1 addition & 7 deletions

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Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -15,7 +15,6 @@ however, it has to be formatted properly to pass verification tests.
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- Fix for mitigating symptoms reported in ([case UUM-10774](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-10774) effectively avoiding reenabling mouse, pen or touch devices in `InputSystemPlugin.OnDestroy()` if currently quitting the editor. The fix avoids editor crashing if closed when Simulator Window is open. Note that the actual issue needs a separate fix in Unity and this package fix is only to avoid running into the issue.
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- Fixed an issue where Input Action name would not display correctly in Inspector if serialized as `[SerializedProperty]` within a class not derived from `MonoBehavior` ([case ISXB-124](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-124).
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- Fix an issue where users could end up with the wrong device assignments when using the InputUser API directly and removing a user ([case ISXB-274](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-231)).
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- Fixed an issue where PlayerInput behavior description was not updated when changing action assset ([case ISXB-286](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-286)).
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2019
### Changed
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- Improved performance of HID descriptor parsing by moving json parsing to a simple custom predicitve parser instead of relying on Unity's json parsing. This should improve domain reload times when there are many HID devices connected to a machine.

Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerInputEditor.cs

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@@ -73,13 +73,8 @@ public override void OnInspectorGUI()
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// Action config section.
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_ActionsProperty);
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var actionsWhereChanged = false;
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if (EditorGUI.EndChangeCheck() || !m_ActionAssetInitialized)
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{
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OnActionAssetChange();
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actionsWhereChanged = true;
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}
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++EditorGUI.indentLevel;
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if (m_ControlSchemeOptions != null && m_ControlSchemeOptions.Length > 1) // Don't show if <Any> is the only option.
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{
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// Notifications/event section.
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_NotificationBehaviorProperty, m_NotificationBehaviorText);
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if (EditorGUI.EndChangeCheck() || actionsWhereChanged || !m_NotificationBehaviorInitialized)
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if (EditorGUI.EndChangeCheck() || !m_NotificationBehaviorInitialized)
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OnNotificationBehaviorChange();
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switch ((PlayerNotifications)m_NotificationBehaviorProperty.intValue)
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{

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