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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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## [Unreleased] - yyyy-mm-dd
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### Change
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### Changed
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- Added warning messages to both `OnScreenStick` and `OnScreenButton` Inspector editors that would display a warning message in case on-screen control components are added to a `GameObject` not part of a valid UI hierarchy.
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- Changed behavior for internal feature flag relating to Windows Gaming Input to be ignored on non-supported platforms.
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- Changed `DualSenseHIDInputReport` from internal to public visibility
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### Fixed
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- Avoid potential crashes from `NullReferenceException` in `FireStateChangeNotifications`.
@@ -23,6 +24,7 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed error thrown when Cancelling Control Scheme creation in Input Actions Editor.
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- Fixed Scheme Name in Control Scheme editor menu that gets reset when editing devices [ISXB-763](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-763).
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- Fixed an issue where `InputActionAsset.FindAction(string, bool)` would throw `System.NullReferenceException` instead of returning `null` if searching for a non-existent action with an explicit action path and using `throwIfNotFound: false`, e.g. searching for "Map/Action" when `InputActionMap` "Map" exists but no `InputAction` named "Action" exists within that map [ISXB-895](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-895).
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- Fixed scroll speed being slower when using InputSystemUIInputModule instead of StandaloneInputModule. (https://jira.unity3d.com/browse/ISXB-771)
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- Fixed an issue where adding a `OnScreenButton` or `OnScreenStick` to a regular GameObject would lead to exception in editor.
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- Fixed an issue where adding a `OnScreenStick` to a regular GameObject and entering play-mode would lead to exceptions being generated.
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- Fixed InputActionReference issues when domain reloads are disabled [ISXB-601](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-601), [ISXB-718](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-718), [ISXB-900](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-900)
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- Submit and Cancel UI actions will now respect configured interactions. [ISXB-841](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-841).
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- Fixed the UI generation of enum fields when editing interactions of action properties. The new selected value was lost when saving.
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- Fixed the UI generation of custom interactions of action properties when it rely on OnGUI callback. [ISXB-886](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-886).
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- Fixed deletion of last composite part raising an exception. [ISXB-804](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-804)
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### Added
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- Added additional device information when logging the error due to exceeding the maximum number of events processed
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set by `InputSystem.settings.maxEventsBytesPerUpdate`. This additional information is available in development builds
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only.
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- Fixed deletion of last composite part raising an exception. [ISXB-804](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-804)
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### Changed
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- Changed `DualSenseHIDInputReport` from internal to public visibility
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- Added Input Setting option allowing to keep platform-specific scroll wheel input values instead of automatically converting them to a normalized range.
m_UpdateModeContent=newGUIContent("Update Mode","When should the Input System be updated?");
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#if UNITY_INPUT_SYSTEM_PLATFORM_SCROLL_DELTA
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m_ScrollDeltaBehaviorContent=newGUIContent("Scroll Delta Behavior","Controls whether the value returned by the Scroll Wheel Delta is normalized (to be uniform across all platforms), or returns the non-normalized platform-specific range which can vary between platforms.");
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#endif
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m_CompensateForScreenOrientationContent=newGUIContent("Compensate Orientation","Whether sensor input on mobile devices should be transformed to be relative to the current device orientation.");
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m_BackgroundBehaviorContent=newGUIContent("Background Behavior","If runInBackground is true (and in standalone *development* players and the editor), "
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+"determines what happens to InputDevices and events when the application moves in and out of running in the foreground.\n\n"
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