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FIX: Serialized InputAction's Processor properties dropdown doesn't work inside the Inspector (ISXB-1269) (#2072)
1 parent 6798213 commit 4b4ed00

16 files changed

Lines changed: 31 additions & 13 deletions

Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -30,13 +30,17 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed tooltip support in the UI Toolkit version of the Input Actions Asset editor.
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- Fixed documentation to clarify bindings with modifiers `overrideModifiersNeedToBePressedFirst` configuration [ISXB-806](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-806).
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- Fixed an issue in `Samples/Visualizers/GamepadVisualizer.unity` sample where the visualization wouldn't handle device disconnects or current device changes properly (ISXB-1243).
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- Fixed an issue when displaying Serialized InputAction's Processor properties inside the Inspector window. [ISXB-1269](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1269)
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### Changed
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- Added back the InputManager to InputSystem project-wide asset migration code with performance improvement (ISX-2086).
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- Changed `OnScreenControl` to automaticaly switch, in Single Player with autoswitch enabled, to the target device control scheme when the first component is enabled to prevent bad interactions when it start.
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- Changed paremeter `overrideModifiersNeedToBePressedFirst` to obsolete for `ButtonWithOneModifier`, `ButtonWithTwoModifiers`, `OneModifierComposite` and `TwoModifiersComposite` in favour the new `modifiersOrder` parameter which is more explicit.
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- Changed `Samples/Visualizers/GamepadVisualizer.unity` to visualize the control values of the current device instead of the first device.
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### Added
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- Added new API `InputSystem.settings.useIMGUIEditorForAssets` that should be used in custom `InputParameterEditor` that use both IMGUI and UI Toolkit.
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## [1.11.2] - 2024-10-16
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### Fixed

Packages/com.unity.inputsystem/InputSystem/Actions/Composites/AxisComposite.cs

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@@ -220,7 +220,7 @@ internal class AxisCompositeEditor : InputParameterEditor<AxisComposite>
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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target.whichSideWins = (AxisComposite.WhichSideWins)EditorGUILayout.EnumPopup(m_WhichAxisWinsLabel, target.whichSideWins);
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}

Packages/com.unity.inputsystem/InputSystem/Actions/Composites/Vector2Composite.cs

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@@ -200,7 +200,7 @@ internal class Vector2CompositeEditor : InputParameterEditor<Vector2Composite>
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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target.mode = (Vector2Composite.Mode)EditorGUILayout.EnumPopup(m_ModeLabel, target.mode);
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}

Packages/com.unity.inputsystem/InputSystem/Actions/Composites/Vector3Composite.cs

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@@ -180,7 +180,7 @@ internal class Vector3CompositeEditor : InputParameterEditor<Vector3Composite>
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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target.mode = (Vector3Composite.Mode)EditorGUILayout.EnumPopup(m_ModeLabel, target.mode);
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}

Packages/com.unity.inputsystem/InputSystem/Actions/Interactions/HoldInteraction.cs

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@@ -125,7 +125,7 @@ protected override void OnEnable()
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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m_PressPointSetting.OnGUI();
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m_DurationSetting.OnGUI();

Packages/com.unity.inputsystem/InputSystem/Actions/Interactions/MultiTapInteraction.cs

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@@ -197,7 +197,7 @@ protected override void OnEnable()
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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target.tapCount = EditorGUILayout.IntField(m_TapCountLabel, target.tapCount);
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m_TapDelaySetting.OnGUI();

Packages/com.unity.inputsystem/InputSystem/Actions/Interactions/PressInteraction.cs

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@@ -214,7 +214,7 @@ protected override void OnEnable()
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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EditorGUILayout.HelpBox(s_HelpBoxText);
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target.behavior = (PressBehavior)EditorGUILayout.EnumPopup(s_PressBehaviorLabel, target.behavior);

Packages/com.unity.inputsystem/InputSystem/Actions/Interactions/SlowTapInteraction.cs

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@@ -89,7 +89,7 @@ protected override void OnEnable()
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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m_DurationSetting.OnGUI();
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m_PressPointSetting.OnGUI();

Packages/com.unity.inputsystem/InputSystem/Actions/Interactions/TapInteraction.cs

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@@ -103,7 +103,7 @@ protected override void OnEnable()
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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m_DurationSetting.OnGUI();
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m_PressPointSetting.OnGUI();

Packages/com.unity.inputsystem/InputSystem/Controls/Processors/AxisDeadzoneProcessor.cs

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@@ -94,7 +94,7 @@ protected override void OnEnable()
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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if (!InputSystem.settings.useIMGUIEditorForAssets) return;
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#endif
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m_MinSetting.OnGUI();
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m_MaxSetting.OnGUI();

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