{"_id":"com.unity.inputsystem","name":"com.unity.inputsystem","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","provider":"upm","versions":{"1.19.0":{"_upm":{"changelog":"### Changed\n\n- Reverted the deprecation of the USE_IMGUI_EDITOR_FOR_ASSETS feature option (ISX-2397).\n- Updated `m_ActionAssetInstanceID` in PlayerInputEditor.cs to use `EntityId` instead of `InstanceID`.\n- Consecutive wildcard characters ('*') used in input control-paths are now collapsed into a single wildcard when multiple consecutive wildcard characters are present.\n\n### Fixed\n\n- Fixed the `Auto-Save` toggle button with some extra pixels to align the text in the window better.\n- Align title font size with toolbar style in `Input Action` window.\n- Updated Action Properties headers to use colors consistent with GameObject component headers.\n- Fixed misaligned Virtual Cursor when changing resolution [ISXB-1119](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1119)\n- Fixed an issue where `IndexOutOfRangeException` was thrown from `InputManagerStateMonitors.AddStateChangeMonitor` when attempting to enable an action map from within an `InputAction.cancel` callback when using control schemes. (ISXB-1767).\n\n### Added\n\n- Added `keywords` for InputSystem project settings window."},"unity":"2022.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.19/manual/index.html","name":"com.unity.inputsystem","version":"1.19.0","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"21a28c3a6c83903a93cf15d7d0714b773c50fdf6","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.19.0.tgz"}},"1.18.0":{"_upm":{"changelog":"### Changed\n\n- Updated documentation to reflect that the OnMouse MonoBehaviour events are now supported in Unity 6.4 and above.\n- Updated the supported devices documentation to clarify that touchscreens are supported on Linux.\n- Updated documentation to reflect PS5 controller support on Linux.\n\n### Fixed\n\n- Fixed add buttons use add icon in input actions window (ISX-2340)\n- Fixed warnings being generated on Unity 6.4 and 6.5. (ISX-2395).\n- Fixed extra empty lines being displayed in the control binding list when mouse buttons are pressed [ISXB-1677](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1677)\n- Fixed InputActionReference not being set when attempting to set it on a Prefab or ScriptableObject [ISXB-1787](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1787)"},"unity":"2022.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. 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(ISX-2397)\n- Removed code that had to do with Unity versions older than Unity 2022.3 LTS. (ISX-2396)\n- Auto-save on focus lost can no longer be compiled out (ISX-2397)\n- Deprecated the `USE_IMGUI_EDITOR_FOR_ASSETS` feature option (ISX-2397)\n\n### Fixed\n- An issue where a UITK MouseEvent was triggered when changing from Scene View to Game View in the Editor has been fixed. [ISXB-1671](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1671)\n- Fix documentation error in file AndroidGameController.cs mentioning a wrong controller. [DOCATT-9806]\n- Deferred auto-registration of processors, interactions and composite binding types referenced by `InputActionAsset`\n  to only happen once when an unresolved type reference is found in an action definition. This avoids reflective\n  type loading from assemblies for all cases where the Input System is not extended. (ISXB-1766)."},"unity":"2022.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.17/manual/index.html","name":"com.unity.inputsystem","version":"1.17.0","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"02433b2481abc5c0063956fdc211f3d8c777447f","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.17.0.tgz"}},"1.16.0":{"_upm":{"changelog":"### Changed\n- Replaced \"Look\" rebinding button for \"Keyboard\" control scheme with a mouse sensitivity slider in `RebindingUISample` to illustrate how to support customizing scaling of mouse deltas and how to reapply the persisted setting between runs.\n- Changed: Input System no longer depends the obsolete com.unity.modules.vr package.\n- Removed code that had to do with Unity versions older than Unity 2021.3 LTS.\n\n### Added\n- Added an example of how to swap two similar controls to the `RebindingUISample`. This is accessible via a button with two arrows at the right hand-side of the screen. Pressing the button allows swapping the current bindings of the \"Move\" and \"Look\" gamepad bindings via the new `RebindActionUI.SwapBinding(RebindActionUI other)` method.\n- Added support for (MonoBehavior OnMouse events) [https://docs.unity3d.com/ScriptReference/MonoBehaviour.html] when running the Input System on Unity 6000.4 or newer.\n- Added tests and a sample for MonoBehavior OnMouse events using the InputSystem package.\n- Added support for all the existing InputControl types in InputTestFixture.Trigger [ISXB-1716]\n\n### Fixed\n- Fixed warnings being generated on Unity 6.3 (beta). (ISXB-1718).\n- Fixed an issue in `DeltaStateEvent.From` where unsafe code would throw exception or crash if internal pointer `currentStatePtr` was `null`. [ISXB-1637](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1637).\n- Fixed an issue in `InputTestFixture.Set` where attempting to change state of a device not belonging to the test fixture context would result in null pointer exception or crash. [ISXB-1637](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1637).\n- Fixed an issue where input action parameter overrides applied via `InputActionRebindingExtensions.ApplyParameterOverride` would not be applied if the associated binding has the empty string as `InputBinding.name`and the binding mask also has the empty string as name. (ISXB-1721).\n- Fixed an issue in `InputActionReference` where `Set` was not updating the cached action leading to incorrect evaluation of `InputActionReference.action` after first being cached, then set, then read again. This could lead to reference not being reset if set programmatically during play-mode. [ISXB-1584](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1584).\n- Fixed an issue where `InputActionSetupExtensions.Remove` will result in `NullReferenceException` if the action being removed has no bindings. (ISXB-1688).\n- Fixed an issue where assigning a ``MonoBehaviour` field of type `InputActionReference` to an instance stored in `.inputactions` asset via `InputActionReference.Set` in playmode corrupts the originally referenced asset. (ISXB-1692).\n- Fixed an issue where `InputActionReference.Create(null)` returns `null` instead \"of a reference object to the given action\" as documented behaviour for the API. (ISXB-1693)\n- Fixed an issue where `InputActionReference.Set(null)` does not update the cached input action reference nor the `ScriptableObject.name` leading to incorrect action being returned and reference showing up as the path to the previously assigned action in Inspector. (ISXB-1694)\n- Fixed an issue where Inspector field of type `InputActionReference` isn't reflecting broken reference in case action is deleted from asset, action map is deleted from asset, or the asset itself is deleted. (ISXB-1701)\n- Fixed HID parsing not handling logical minimum and maximum values correctly when they are negative. This applies for platforms that parse HID descriptors in the package, e.g. macOS at the moment.\n- Fix usage of correct data format for stick axes in HID Layout Builder ([User contribution](https://github.com/Unity-Technologies/InputSystem/pull/2245))\n- Fixed InputSystemUIInputModule calling pointer events on parent objects even when the \"Send Pointer Hover To Parent\" is off on 2022.3.XX. This was  was previously only available on Unity 6 versions since 1.11.0. [ISXB-1296]\n- Limited the Add Control Scheme popup window max size to be its parent window, so that it won't resize bey"},"unity":"2022.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.16/manual/index.html","name":"com.unity.inputsystem","version":"1.16.0","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"552acc76aabe96578f58f3467db2e69552a128be","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.16.0.tgz"}},"1.15.0":{"_upm":{"changelog":"### Changed\n- Expanded `RebindingUISample` to include a \"game mode\" state and a \"menu state\" to be more similar to a real game. Also added action-performed indicators (`InputActionIndicator`) illustrating when actions get triggered.\n\n### Added\n- Exposed MediaPlayPause, MediaRewind, MediaForward keys on Keyboard.\n- Added a new fluent API `WithSuppressedActionPropagation()` to `UnityEngine.InputSystem.InputActionRebindingExtensions` that allows suppressing actions from firing during interactive rebinding while allowing state updates to avoid actions triggering after state event suppression (default). ISXB-1546.\n- Added a new Monobehavior `InputActionLabel` to rebinding sample to allow dynamic text showing relevant binding for an `InputAction`.\n\n### Fixed\n- Fixed an issue in `RebindingUISample` that fired actions bound to the same control as the target control in a rebinding process. ISXB-1524.\n- Fixed an issue in `RebindingUISample` preventing UI navigation without Keyboard and Mouse present.\n- Fixed an issue in `RebindActionUI` which resulted in active binding not being shown after a scene reload. ISXB-1588.\n- Fixed an issue in `GamepadIconExample` which resulted in icons for left and right triggers not being displayed after a rebind to the exact same controls. ISXB-1593.\n- Fixed the compilation warnings when used with Unity 6.4 (ISX-2349).\n- Fixed an issue where `InputSystemUIInputModule.localMultiPlayerRoot` could not be set to `null` when using `MultiplayerEventSystem`. [ISXB-1610](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1610)\n- Fixed an issue in `Keyboard` where the sub-script operator would return a `null` key control for the deprecated key `Key.IMESelected`. Now, an aliased `KeyControl`mapping to the IMESelected bit is returned for compability reasons. It is still strongly advised to not rely on this key since `IMESelected` bit isn't strictly a key and will be removed from the `Key` enumeration type in a future major revision. [ISXB-1541](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1541).\n- Fixed InputControl picker not updating correctly when the Input Actions Window was dirty. [ISXB-1221](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1221)\n- Fixed formatting issues on processor documentation page"},"unity":"2021.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.15/manual/index.html","name":"com.unity.inputsystem","version":"1.15.0","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"85cf3259697cccae3fcad0fbeb83999f03182c32","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.15.0.tgz"}},"1.14.2":{"_upm":{"changelog":"### Fixed\n- Fixed an issue where using Pen devices on Android tablets would result in double clicks for UI interactions. [ISXB-1456](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1456)\n- Fixed an issue preventing an embedded platform from being released. It adds back some `#defines` to `XRSupport` and `InputDeviceCharacteristics`."},"unity":"2021.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14/manual/index.html","name":"com.unity.inputsystem","version":"1.14.2","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"be6c4fd0abf5b9b45f956b97294032a67f3c2f4d","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.14.2.tgz"}},"1.14.1":{"_upm":{"changelog":"### Added\n\n- Support for Xbox controllers over USB on macOS, using macOS's default driver. [ISXB-1548]\n\n### Fixed\n- Fixed an analytics event being invoked twice when the Save button in the Actions view was pressed. [ISXB-1378](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1378)\n- Fixed an issue causing a number of errors to be displayed when using `InputTestFixture` in playmode tests with domain reloading disabled on playmode entry. [ISXB-1446](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1446)\n- Fixed issue where user was not prompted to save changes when loading a second input actions asset into an already opened editor. [ISXB-1343](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1343)\n- Fixed the on hover behaviour of the two plus buttons in the Input Actions Editor window [ISXB-1327](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1327)\n- Fixed an issue on macOS which didn't detect up-left DPAD presses for Xbox controllers. [ISXB-810](https://issuetracker.unity3d.com/issues/macos-d-pad-upper-left-corner-is-not-logged-with-the-xbox-controller)\n- Fixed Input Actions code generation overwriting user files when the names happened to match. [ISXB-1257](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1257)\n- Fixed Input Actions code generation using locale-dependent rules when lowercasing and uppercasing strings. [ISXB-1406]\n- Fixed an issue when providing JoinPlayer with a specific split screen index. [ISXB-897](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-897)\n- Fixed Inspector Window being refreshed all the time when a PlayerInput component is present with Invoke Unity Events nofication mode chosen [ISXB-1448](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1448)\n- Fixed an issue where an action with a name containing a slash \"/\" could not be found via `InputActionAsset.FindAction(string,bool)`. [ISXB-1306](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1306).\n- Fixed Gamepad stick up/down inputs that were not recognized in WebGL. [ISXB-1090](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1090)\n- Fixed reenabling the VirtualMouseInput component may sometimes lead to NullReferenceException. [ISXB-1096](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1096)\n- Fixed the default button press point not being respected in Editor (as well as some other Touchscreen properties). [ISXB-1152](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1152)\n- Fixed the TreeView compilation warnings when used with Unity 6.2 beta (ISX-2320)\n- Fixed actions being reset when disabling the InputSystemUIInputModule component [ISXB-1493](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1493)\n- Fixed a memory leak when disabling and enabling the InputSystemUIInputModule component at runtime [ISXB-1573](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1573)\n- Fixed all InputControls being changed at once when you change just one by reverting `2a37caac288ac09bc9122234339dc5df8d3a0ca6`, which was an attempt at fixing [ISXB-1221] that introduced this regression [ISXB-1531] (https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1493)\n- Fixed PlayerInput component automatically switching away from the default ActionMap set to 'None'.\n- Fixed a console error being shown when targeting visionOS builds in 2022.3.\n- Fixed a Tap Interaction issue with analog controls. The Tap interaction would keep re-starting after timeout. [ISXB-627](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-627)\n- Fixed the defaultActionMap dropdown in the PlayerInput component defaulting to <None> instead of the first ActionMap.\n- Fixed TrackedPoseDriver stops updating position and rotation when device is added after its initialization. [ISXB-1555](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1555)\n- Fixed PlayerInput component not working with C# Wrappers (ISXB-1535). This reverted changes done to fix [ISXB-920](https://issuetra"},"unity":"2021.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14/manual/index.html","name":"com.unity.inputsystem","version":"1.14.1","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"978211393e28699aba338ed157cef347ac565bbf","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.14.1.tgz"}},"1.14.0":{"_upm":{"changelog":"### Fixed\n- Fixed an issue where all action maps were enabled initially for project wide actions, which overrode the PlayerInput action map configuration. [ISXB-920](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-920)\n- Fixed an issue where ButtonStates are not fully updated when switching SingleUnifiedPointer. [ISXB-1356](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1356)\n- Fixed errors when pasting composite parts into non-composites. [ISXB-757](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-757)\n\n### Changed\n- Changed enum value `Key.IMESelected` to obsolete which was not a real key. Please use the ButtonControl `imeSelected`.\n\n### Added\n- Added support of F13-F24 keys. [UUM-44328](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-44328)"},"unity":"2021.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14/manual/index.html","name":"com.unity.inputsystem","version":"1.14.0","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"7fe8299111a78212d8968229ab41a82e4991ba25","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.14.0.tgz"}},"1.13.1":{"_upm":{"changelog":"### Fixed\n- Fixed a problem with the logic to get the active player settings object that cause an infinit reimport loop. [ISXB-1430](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-96793)\n- Fixed an issue where removing a newly created action in the Asset Editor would cause an exception. [UUM-95693](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-95693)\n- Fixed arrow key navigation of Input Actions after Action rename. [ISXB-1024](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1024)\n- Fixed gamepad navigation in UI Toolkit TextField when using InputSystemUIInputModule. [UUM-77364](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-77364)\n- Fixed issue where asset editor window splitter positions were not persisted [ISXB-1316]\n\n### Changed\n- Changed default input action asset name from New Controls to New Actions."},"unity":"2021.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.13/manual/index.html","name":"com.unity.inputsystem","version":"1.13.1","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"e2c83221d2dc3fc990b017cbd3f9d0742649c8a8","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.13.1.tgz"}},"1.13.0":{"_upm":{"changelog":"### Fixed\n- Fixed an issue where the prompt to enable the InputSystem backends would interrupt the import of large assets.\n- Fixed Cut Mode for Action Maps and Actions to make renaming disabled. [ISXB-1155](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1155)\n- Fixed GamepadButton.LeftTrigger and GamepadButton.RightTrigger enum values not matching displayed dropdown values in editor when using GamepadButtonPropertyDrawer [ISXB-1270](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1270).\n- Fixed an issue causing InvalidOperationException when entering playmode with domain reload disabled. [ISXB-1208](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1208).\n- Fixed an issue where compiling Addressables with Input System package present would result in failed compilation due to `IInputAnalytic.TryGatherData` not being defined [ISXB-1203](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1203).\n- Pinned Touch Samples sample package dependencies to avoid errors with Cinemachine 3.x and Probuilder 6.x. [ISXB-1245](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1245)\n- Fixed an issue where dropdown menu for Path in Input Actions Editor could not be selected from any button position. [ISXB-1309](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1309)"},"unity":"2021.3","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.13/manual/index.html","name":"com.unity.inputsystem","version":"1.13.0","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"ea5ab5b33a268cd12592866b410522e9f55da7b6","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.13.0.tgz"}},"1.12.0":{"_upm":{"changelog":"### Fixed\n- Fixed an issue causing the Action context menu to not show on right click when right clicking an action in the Input Action Editor [ISXB-1134](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1134).\n- Reverted changes from 0ddd534d8 (ISXB-746) which introduced a regression [ISXB-1127](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1127).\n- Fixed `ArgumentNullException: Value cannot be null.` during the migration of Project-wide Input Actions from `InputManager.asset` to `InputSystem_Actions.inputactions` asset which lead do the lost of the configuration [ISXB-1105](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1105).\n- Fixed pointerId staying the same when simultaneously releasing and then pressing in the same frame on mobile using touch. [ISXB-1006](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-845).\n- Fixed ISubmitHandler.OnSubmit event processing when operating in Manual Update mode (ISXB-1141).\n- Fixed Rename mode is not entered and name is autocompleted to default when creating a new Action Map on 2022.3. [ISXB-1151](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1151).\n- Fixed unexpected control scheme switch when using `OnScreenControl` and pointer based schemes which registed \"Cancel\" event on every frame.[ISXB-656](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-656).\n- Fixed an issue with The \"Add Control Scheme...\" popup window so that it now persists until any changes are explicitly Saved or Cancelled [case ISXB-1131](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1131).\n- Fixed missing documentation for source generated Input Action Assets. This is now generated as part of the source code generation step when \"Generate C# Class\" is checked in the importer inspector settings.\n- Fixed pasting into an empty map list raising an exception. [ISXB-1150](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1150)\n- Fixed pasting bindings into empty Input Action asset. [ISXB-1180](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1180)\n- Fixed missing '&' symbol in Control Scheme dropdown on Windows platform. [ISXB-1109](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1109)\n- Fixed icon scaling in Input Actions window.\n- Fixed an issue where removing the InputSystem package could lead to invalid input handling settings.\n- Fixed `ArgumentOutOfRangeException` when adding a new Control Scheme with any Device selected. [ISXB-1129](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1129)\n- Fixed a CS0105 compiler warning due to duplicate using statement in test source code (ISXB-1247).\n- Fixed tooltip support in the UI Toolkit version of the Input Actions Asset editor.\n- Fixed documentation to clarify bindings with modifiers `overrideModifiersNeedToBePressedFirst` configuration [ISXB-806](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-806).\n- Fixed an issue in `Samples/Visualizers/GamepadVisualizer.unity` sample where the visualization wouldn't handle device disconnects or current device changes properly (ISXB-1243).\n- 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)\n- Fixed an issue with default device selection when adding new Control Scheme.\n- Fixed an issue where action map delegates were not updated when the asset already assigned to the PlayerInput component were changed [ISXB-711](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-711).\n- Fixed Action properties edition in the UI Toolkit version of the Input Actions Asset editor. [ISXB-1277](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1277)\n- Fixed an editor crash caused by input debugger device state window reusing cached state when reconnecting Stadia controller. [ISXB-658](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-658)\n- Fixed an issue where batch jobs would fail with \"Error:"},"unity":"2019.4","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.12/manual/index.html","name":"com.unity.inputsystem","version":"1.12.0","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"920b46832575a5beecb201e0a4570b4984b7ec34","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.12.0.tgz"}},"1.11.2":{"_upm":{"changelog":"### Fixed\n- Fixed touch pointers being released twice causing an index out of bounds error. [ISXB-687](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-687)\n- Fixed `NullReferenceException` from disconnecting and reconnecting a GXDKGamepad.\n- Fixed wrong mapping of Xbox Series S|X and Xbox One wireless controllers \"View\" button on macOS.[ISXB-385](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-385)\n- Fixed \"AnalyticsResult\" errors on consoles [ISXB-1107]\n- Fixed wrong `Display Index` value for touchscreen events.[ISXB-1101](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1101)\n- Fixed event handling when using Fixed Update processing where WasPressedThisFrame could appear to true for consecutive frames [ISXB-1006](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1006)\n\n### Added\n- Added the display of the device flag `CanRunInBackground` in device debug view.\n- Added analytics for programmatic `InputAction` setup via `InputActionSetupExtensions` when exiting play-mode.\n\n### Fixed\n- Removed a redundant warning when using fallback code to parse a HID descriptor. (UUM-71260)\n\n### Changed\n- Removed the InputManager to InputSystem project-wide asset migration code for performance improvement (ISX-2086)"},"unity":"2019.4","samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. 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[ISXB-619](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-619)\n- Fixed memory leak when the OnScreenStick component was destroyed [ISXB-1070](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1070). Contribution by [LukeUnityDev](https://github.com/LukeUnityDev).\n- Fixed Action Maps contextual menu in Action Editor UI that occasionally displays unrelated items.\n- Fixed \"MissingReferenceException\" errors when closing an in-game dropdown field [ISXB-1081](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1081).\n- Fixed potential crash on Mac when using stale references to deleted InputDevice objects [ISXB-606](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-606).\n- Fixed conditional compilation for non-editor analytics on platforms not enabling analytics.\n\n### Changed\n- Renamed editor Resources directories to PackageResources to fix package validation warnings.\n- Changed representation of GamepadButton enum values in Inspector to display aliased enum values as a single item to avoid confusion around selection and aliased value display when multiple enum items map to the same numerical value. [ISXB-543](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-543)\n- PlayerInput component now warns if the system cannot find matching control scheme, which can occur if all control schemes already paired (e.g. to other game objects with PlayerInput components) [ISXB-1020](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1020)"},"unity":"2019.4","upmCi":{"footprint":"b8107e023dea9872e8ebf8134e73e5e46845cd96"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. 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[ISXB-953](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-953)\n- Fixed Action Maps name edition which could be inconsistent in Input Action Editor UI.\n- Fixed InputDeviceTester sample only visualizing a given touch contact once. [ISXB-1017](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1017)\n- Fixed an update loop in the asset editor that occurs when selecting an Action Map that has no Actions.\n- Fixed Package compilation when Unity Analytics module is not enabled on 2022.3. [ISXB-996](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-996)\n- Fixed 'OnDrop' event not called when 'IPointerDownHandler' is also listened. [ISXB-1014](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1014)\n- Fixed InputSystemUIInputModule calling pointer events on parent objects even when the \"Send Pointer Hover To Parent\" is off. [ISXB-586](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-586)\n- Improved performance of disconnected device activation (ISX-1450)\n\n### Changed\n- Use `ProfilerMarker` instead of `Profiler.BeginSample` and `Profiler.EndSample` when appropriate to enable recording of profiling data.\n\n### Added\n- Added Hinge Angle sensor support for foldable devices.\n- Added InputDeviceMatcher.WithManufacturerContains(string noRegexMatch) API to improve DualShockSupport.Initialize performance (ISX-1411)\n- Added tests for Input Action Editor UI for managing action maps (List, create, rename, delete) (ISX-2087)\n- Added automatic loading of custom extensions of InputProcessor, InputInteraction and InputBindingComposite [ISXB-856]](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-856).\n- Added an IME Input sample scene."},"unity":"2019.4","upmCi":{"footprint":"e6a392f3198861f893c390c35547f19b47774deb"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. 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[ISXB-766](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-766)\n- Fixed an issue when multiple interactions drive an action and perform during the cancelation of the current active interaction [ISXB-310](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-310).\n- Fixed an issue when generating C# class of Input Actions that contain an action map named `Debug` [ISXB-851](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-851).\n- Fixed ArgumentNullException thrown when accessing Action's bindings after changing Composite part. [ISXB-494](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-494).\n\n### Added\n- Added `InputSystemUIInputModule.scrollDeltaPerTick` property, a customizable multiplicative factor applied to the scroll wheel speed before it is sent to UI components. Note that this has no effect on UI Toolkit content, only uGUI."},"type":"assets","unity":"2019.4","upmCi":{"footprint":"d359f03e30761b4981ac9e93877fd3147f94023f"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. 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(https://jira.unity3d.com/browse/ISXB-771)\n- Fixed an issue where adding a `OnScreenButton` or `OnScreenStick` to a regular GameObject would lead to exception in editor.\n- Fixed an issue where adding a `OnScreenStick` to a regular GameObject and entering play-mode would lead to exceptions being generated.\n- 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)\n- Fixed a performance issue with many objects using multiple action maps [ISXB-573](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-573).\n- Fixed an variable scope shadowing issue causing compilation to fail on Unity 2019 LTS.\n- Fixed an issue where changing `InputSettings` instance would not affect associated feature flags.\n- Submit and Cancel UI actions will now respect configured interactions. [ISXB-841](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-841).\n- Fixed the UI generation of enum fields when editing interactions of action properties. The new selected value was lost when saving.\n- 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).\n- Fixed deletion of last composite part raising an exception. [ISXB-804](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-804)\n- Fixed an issue related to Visualizers sample where exceptions would be thrown by InputActionVisualizer and InputControlVisualizer when entering play-mode if added as components to a new `GameObject`.\n- Fixed an issue with InputAction Asset editor where invalid ControlScheme names with only spaces could be entered. [ISXB-547](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-547).\n\n### Added\n- Added additional device information when logging the error due to exceeding the maximum number of events processed\n  set by `InputSystem.settings.maxEventsBytesPerUpdate`. This additional information is available in development builds\n  only.\n- Fixed deletion of last composite part raising an exception. [ISXB-804](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-804)\n- Expanded editor and build insight analytics to cover ``.inputactions` asset editor usage, `InputSettings` and common component configurations.\n\n### Changed\n- Changed `DualSenseHIDInputReport` from internal to public visibility\n- Added Input Setting option allowing to keep platform-specific scroll wheel input values instead of automatically converting them to a normalized range."},"type":"assets","unity":"2019.4","upmCi":{"footprint":"bfd489f1c56945be2e246dc9df35cb636c99cc98"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. 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Default UI actions are now created on the fly, if no asset for project-wide actions has been set. [ISXB-811](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-811).\n- Physical keyboards used on Android/ChromeOS could have keys \"stuck\" reporting as pressed after a long press and release [ISXB-475](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-475).\n- NullReferenceException thrown when right-clicking an empty Action Map list in Input Actions Editor windows [ISXB-833](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-833).\n- Fixed an issue where `System.ObjectDisposedException` would be thrown when deleting the last ActionMap item in the Input Actions Asset editor.\n- Fixed DualSense Edge's vibration and light bar not working on Windows\n- Fixed Project-wide Actions asset failing to reload properly after deleting project's Library folder.\n- Fixed an issue where `System.InvalidOperationException` is thrown when entering PlayMode after deleting an ActionMap from Project-wide actions and later resetting it.\n- Fixed Input Actions Editor window resource leak that could result in unexpected exceptions [ISXB-865](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-865).\n- Fixed an issue where UI integration would throw exceptions when Project-wide Input Actions asset did not contain the implicitly required `UI` action map or was missing any of the required actions. Additionally this fix now also generates warnings in the console for any divergence from expected action configuration or lack of bindings in edit-mode.\n\n### Changed\n- For Unity 6.0 and above, when an `EventSystem` GameObject is created in the Editor it will have the\n`InputSystemUIInputModule` by default if the Input System package is installed and enabled."},"type":"assets","unity":"2019.4","upmCi":{"footprint":"dfcdb250b15c1691d105f3bfe62fcc7d55352fac"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"repository":{"url":"https://github.com/Unity-Technologies/InputSystem.git","type":"git","revision":"ea78ad9a0d8809879718f3d850572097f3f5a7f4"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.8/manual/index.html","name":"com.unity.inputsystem","version":"1.8.2","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"2e301545be76611bf3e328b5c47097d3838f0434","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.8.2.tgz"}},"1.8.1":{"_upm":{"changelog":"### Fixed\n- NullReferenceException thrown when editing a binding path in InputActionAsset windows."},"type":"assets","unity":"2019.4","upmCi":{"footprint":"5f49c88a401e0847f4d871959d67d7cd0fe6a90b"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. Also useful by itself to debug input event sequences.","displayName":"Input Recorder"},{"path":"Samples~/OnScreenControls","description":"Demonstrates a simple setup for an on-screen joystick.","displayName":"On-Screen Controls"},{"path":"Samples~/RebindingUI","description":"An example UI component that demonstrates how to create UI for rebinding actions.","displayName":"Rebinding UI"},{"path":"Samples~/SimpleDemo","description":"A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details.","displayName":"Simple Demo"},{"path":"Samples~/SimpleMultiplayer","description":"Demonstrates how to set up a simple local multiplayer scenario.","displayName":"Simple Multiplayer"},{"path":"Samples~/TouchSamples","description":"A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"repository":{"url":"https://github.com/Unity-Technologies/InputSystem.git","type":"git","revision":"4412578426d34b7b2a0ef17db295e39e7e26b2fa"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.8/manual/index.html","name":"com.unity.inputsystem","version":"1.8.1","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"4e7a2600d63ce61a1061d33a81ac627f4961df7a","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.8.1.tgz"}},"1.8.0":{"_upm":{"changelog":"### Changed\n- From 2023.2 forward: UI toolkit now uses the \"UI\" action map of project-wide actions as their default input actions. Previously, the actions were hardcoded and were based on `DefaultInputActions` asset which didn't allow user changes. Also, removing bindings or renaming the 'UI' action map of project wide actions will break UI input for UI toolkit.\n- Changed the 'Max player count reached' error to a warning instead.\n- Removed \"Input Actions\" title from UI-Toolkit Input Action Editor when used in a window and not embedded in Project Settings.\n- Moved project wide input action storage over to an Asset to avoid issues with multiple assets in a single project settings file.\n- Migrate any project-wide input actions found in the InputManager.asset file to a new InputSystem_Actions.inputactions asset file.\n- `InputSystem.actions` may now only be assigned in edit-mode. Any attempt to assign `InputSystem.actions` during play-mode will generate an exception.\n- `InputSystem.actions` may now only be assigned a persisted `InputActionAsset` instance since in-memory objects can anyway not be included in a player build. This now generates an `ArgumentException` when attempting to assign a non-persisted object.\n- Project Settings embedded Input Action Editor will now disallow selecting the Project-wide Actions asset during play-mode. The option is only available in edit-mode.\n- The \"Assign as the Project-wide Input Actions\" option visible in the Inspector when selecting an .inputactions asset that is not the current Project-wide Input Actions Asset is now disabled in play-mode.\n\n### Added\n- Added new methods and properties to [`InputAction`](xref:UnityEngine.InputSystem.InputAction):\n  - [`InputAction.activeValueType`](xref:UnityEngine.InputSystem.InputAction.activeValueType) returns the `Type` expected by `ReadValue<TValue>` based on the currently active control that is driving the action.\n  - [`InputAction.GetControlMagnitude`](xref:UnityEngine.InputSystem.InputAction.GetControlMagnitude) returns the current amount of actuation of the control that is driving the action.\n  - [`InputAction.WasCompletedThisFrame`](xref:UnityEngine.InputSystem.InputAction.WasCompletedThisFrame) returns `true` on the frame that the action stopped being in the performed phase. This allows for similar functionality to [`WasPressedThisFrame`](xref:UnityEngine.InputSystem.InputAction.WasPressedThisFrame)/[`WasReleasedThisFrame`](xref:UnityEngine.InputSystem.InputAction.WasReleasedThisFrame) when paired with [`WasPerformedThisFrame`](xref:UnityEngine.InputSystem.InputAction.WasPerformedThisFrame) except it is directly based on the interactions driving the action. For example, you can use it to distinguish between the button being released or whether it was released after being held for long enough to perform when using the Hold interaction.\n- Added Copy, Paste and Cut support for Action Maps, Actions and Bindings via context menu and key command shortcuts.\n- Added Dual Sense Edge controller to be mapped to the same layout as the Dual Sense controller\n- Added drag and drop support in the Input Action Asset Editor for Action Maps, Actions and Bindings.\n- UI Toolkit input action editor now supports showing the derived bindings.\n- Device filtering support for control schemes in the UI-Toolkit Input Asset Editor.\n- Added right-click (context) menu support for empty areas below the Action Maps/Actions lists in the Project Settings Input Action Editor and Asset Input Action Editor.\n- Added text to show which action map asset was used to create each action in the Input Debug window.\n\n### Fixed\n- Fixed syntax of code examples in API documentation for [`AxisComposite`](xref:UnityEngine.InputSystem.Composites.AxisComposite).\n- Fixed missing confirmation popup when deleting a control scheme.\n- Fixed support for menu bar/customisable keyboard shortcuts used when interacting with Actions and Action Maps.\n- Fixed add bindings button to support left button click.\n- Fixed icon for adding bindings and composites button.\n- Fixed Documentation~/filter.yml GlobalNamespace rule removing all API documentation.\n- Fixed `Destroy may not be called from edit mode` error [ISXB-695](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-695)\n- Fixed possible exceptions thrown when deleting and adding Action Maps.\n- Fixed selection not changing when right-clicking an Action Map or Action in the Project Settings Input Actions Editor.\n- Fixed right-click context menus throwing errors when dealing with multiple Input Actions Editor windows.\n- Fixed potential race condition on access to GCHandle in DefferedResolutionOfBindings and halved number of calls to GCHandle resolution [ISXB-726](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-726)\n- Fixed issue where composite part dropdown manipulates binding path and leaves composite part field unchanged.\n- Fixed lingering highlight effect on Save Asset button after clicking.\n- Fixed missing name in window title for Input Action assets.\n- Fixed showing action properties view when there were no actions.\n- Fixed \"Listen\" functionality for selecting an input sometimes expecting the wrong input type.\n- Fixed console errors that can be produced when opening input package settings from the Inspector.\n- Fixed InputManager.asset file growing in size on each Reset call.\n- Fixed Opening InputDebugger throws 'Action map must have state at this point' error.\n- Fixed Cut/Paste behaviour to match Editor - Cut items will now be cleared from clipboard after pasting.\n- Improved window layout to avoid elements being hidden (both the Input Actions in Project Settings, and standalone Input Actions Editor windows).\n- Fixed InputAction asset appearing dirty after rename [ISXB-749](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-749).\n- Fixed Error logged when InputActionsEditor window opened without a valid asset.\n- Fixed ArgumentNullExceptions thrown when deleting items quickly in the UITK Editor.\n- Fixed Project Settings header title styling for Input Actions editor.\n- Fixed Input Actions Editor losing reference to current ControlScheme upon entering Play Mode [ISXB-770](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-770).\n- Fixed Save shortcut (ctrl/cmd + S by default) not saving changes in Input Actions Editor windows. [ISXB-659](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-659).\n- Fixed headers in InputActionsEditor windows becoming squashed when there is a large number of Action Maps/Actions.\n- Fixed duplication of project wide input actions when loading/unloading scenes.\n- Fixed an issue where UI Toolkit based editor would not close itself if the associated asset would be deleted (To mimic IMGUI Input Action Editor behavior).\n- Fixed a regression in IMGUI Input Action Editor where editor would auto-save on focus lost even when the auto-save toggle was disabled.\n- Fixed an issue where UI Toolkit based editor would not properly track tentative changes associated with a moved asset file.\n- Fixed an issue where selection state of UI Toolkit editor state would not be preserved when associated with a new serialized copy of the asset.\n- Fixed an issue where any exceptions throw from within UI Toolkit event queue would only log the error message and not the full exception stack trace, making debugging more difficult.\n- Fixed an issue where UI Toolkit Input Actions Editor wouldn't provide a correct modification state when coming back from domain reload.\n- Fixed an issue in the Input Actions Editor window where entries being cut would be deleted instantly and not after being pasted.\n- Fixed an issue where preloaded InputActionAsset objects added by a Unity developer could accidentally be selected as the project-wide actions asset instead of the configured asset in built players.\n- Fixed a compile-time warning: `warning CS0109: The member 'UnityRemoteTestScript.camera' does not hide an accessible member. The new keyword is not required.` showing up in the Console window when building a player including the Input System Unity Remote sample.\n- Fixed an issue where the InputActionAsset editor window would remove the unsaved changes asterisk when cancelling the window. [ISXB-797](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-797).\n- Fixed an issue in the Input Actions Editor window where deleting items unfolded other actions or the selection switched unintended.\n- Fixed Composite types missing in context menu when \"Any\" ControlType selected. [ISXB-769](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-769).\n- Fixed 3D Vector and 1D Axis binding dropdown usage in Input Actions Editor throwing NotImplementedExceptions.\n- Fixed several missing tooltips from the Action/Binding Properties pane in Input Actions Editor.\n- Fixed an issue in the InputActionAsset Editor where ControlType wasn't updated when ActionType changed.\n- Fixed an issue in the InputActionAsset Editor where Canceling ControlScheme changes didn't reset the values in the UI.\n- Fixed an issue where newly created action map names were not editable.\n- Fixed an issue where having unsaved changes in `InputActionsEditorWindow` would be discarded when entering play-mode (or triggering domain reload in general).\n- Fixed an issue where a `InputActionsEditorWindow` would not find an existing open editor window if the editor was open during a domain reload and then the asset was opened from the Project Explorer.\n- Fixed a visual glitch in the InputActionAsset Editor when scrolling the Actions list with a rename in progress. [ISXB-748](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-748)\n- Fixed ProjectWideActions template so Previous/Next Actions are Button instead of Axis.\n- Fixed an issue in the Input Action Editor window where entries being cut would be deleted instantly and not after being pasted.\n- Fixed an issue in the Input Action Editor window where deleting items unfolded other actions or the selection switched unintended.\n- Fixed an issue where InputActionAsset validation where not triggered for Project-wide input actions when the project-wide asset was edited in a regular windowed Input Action Asset editor window.\n- Fixed incorrect documentation in InputSystem.actions and InputSystem.onActionsChanged property API contract.\n- Fixed an issue where `InputSystem.actions` could be incorrectly evaluated if the associated asset was deleted."},"type":"assets","unity":"2019.4","upmCi":{"footprint":"74724be0c6bb4bb2e2a25af7f7c8dcb0318dc3c6"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. 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This sample is not actually part of the package, but needs to be downloaded.","displayName":"Touch Samples"},{"path":"Samples~/UIvsGameInput","description":"An example that shows how to deal with ambiguities that may arrise when overlaying interactive UI elements on top of a game scene.","displayName":"UI vs. Game Input"},{"path":"Samples~/UnityRemote","description":"An example with a simple scene for trying out the Unity Remote app.","displayName":"Unity Remote"},{"path":"Samples~/Visualizers","description":"Several example visualizations of input controls/devices and input actions.","displayName":"Visualizers"}],"repository":{"url":"https://github.com/Unity-Technologies/InputSystem.git","type":"git","revision":"c21ca7ef6555bc4502b008bd3f55704eeee93a80"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.inputsystem@1.8/manual/index.html","name":"com.unity.inputsystem","version":"1.8.0","displayName":"Input System","description":"A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.","keywords":["input","events","keyboard","mouse","gamepad","touch","vr","xr"],"dependencies":{"com.unity.modules.uielements":"1.0.0"},"dist":{"shasum":"653601ff17bd7b012631709cd6133a108b5a306b","tarball":"https://download.packages.unity.com/com.unity.inputsystem/-/com.unity.inputsystem-1.8.0.tgz"}},"1.8.0-pre.2":{"_upm":{"changelog":"### Changed\n- Removed icons from action map list as these were always the same and the icon was placeholder\n- Input asset editor now switched to use UI Toolkit which matches the project wide input actions editor interface.\n- Changed [`InputActionProperty`](xref:UnityEngine.InputSystem.InputActionProperty) property drawer to be more compact. Use the More menu (`⋮`) button to open a dropdown menu and select between Use Reference and Use Action.\n- Static analysis warnings regarding flag enums have been suppressed in order to avoid compile-time warnings or errors.\n- Action Map and Action Tree views of the UI Toolkit based Input Action Editor now prevents deselection in both views when Escape key is pressed.\n- Input Action Asset editors Auto-save feature has been modified to trigger on focus-lost when activated instead of triggering on every modification to the asset in order to reduce impact of processing required to handle modified assets.\n- Project-wide input actions template extension changed from .inputactions to .json. This avoids showing template actions in the action's selector UI that are not intended to be used.\n- Re-enabled some UI tests that were disabled on iOS.\n- Reorganized package Project Settings so that \"Input System Package\" setting node contains \"Input Actions\" and \"Settings\" becomes a child node when Project-wide Actions are available. For Unity versions where Project-wide Actions are not available, the settings structure remains unchanged.\n- Make Project-wide Actions the default actions for Player Input.\n\n### Added\n- Support for [Game rotation vector](https://developer.android.com/reference/android/hardware/Sensor#TYPE_GAME_ROTATION_VECTOR) sensor on Android\n- Duplicate Input Action Items in the new Input Action Asset Editor with Ctrl+D (Windows) or Cmd+D (Mac)\n- Selection of InputActionReferences from project-wide actions on fields that are of type InputActionReference. Uses a new advanced object picker that allows better searching and filtering of actions.\n- Reset project wide Input Settings to default via a new Kebab-menu in Input System Project Settings.\n\n### Fixed\n- Partially fixed case ISX-1357 (Investigate performance regressing over time).  A sample showed that leaving an InputActionMap enabled could lead to an internal list of listeners growing.  This leads to slow-down, so we now warn if we think this is happening.\n- UI fix for input fields in interactions: they are wider now and the width is fixed.\n- Fixed exiting empty input fields for actions, action maps and composites in the input action asset editor.\n- Fixed an issue where selecting an Action in the Input Action Asset Editor tree-view and then pressing ESC to unselect would throw an `InvalidOperationException`.\n- Fixed an issue where selecting an Action Map in the Input Action Asset Editor list and then pressing ESC to unselect would print an `NullReferenceException` to the Debug console.\n- Fixed case [ISXB-251](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-251) (Action only calls started & performed callbacks when control type is set to Vector3Composite). `EvaluateMagnitude` wasn't overridden for Vector3Composite, also made some minor changes to Vector3Composite and Vector2Composite for consistency.\n- Fixed case [ISXB-580](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-580) (UI Submit / Cancel not working with Switch Pro controller) by adding \"Submit\" & \"Cancel\" usages to the Switch Pro controller input controls.\n- Fixed an issue where undoing deletion of Action Maps did not restore Actions correctly.\n- Fixed case [ISXB-628](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-628) (OnIMECompositionChange does not return an empty string on accept when using Microsoft IME) by clarifying expectations and intended usage for the IME composition change event.\n- Fixed issue where the expanded/collapsed state of items in the input action editor was not properly saved between rebuilds of the UI.\n- Fixed issue where The Profiler shows incorrect data and spams the console with \"Missing Profiler.EndSample\" errors when there is an Input System Component in Scene).\n- Fixed an issue where undoing duplications of action maps caused console errors.\n- Fix for BindingSyntax `WithInteraction()` which was incorrectly using processors.\n- Fix for UITK Input Action Editor binding 'Listen' button which wasn't working in the case for Control Type 'Any'.\n- Fixed issue of visual elements being null during editing project-wide actions in project settings which prompted console errors.\n- Fixed case ISX-1436 (UI TK Input Action Asset Editor - Error deleting Bindings with DeleteKey on Windows).\n- Fixed issue with UI Toolkit based Input Action Editor not restoring it's selected items after Domain Reload.\n- Fixed the [`GetHapticCapabilitiesCommand`](xref:UnityEngine.InputSystem.XR.Haptics.GetHapticCapabilitiesCommand) always failing to execute due to a mismatch in the size in bytes of the payload and the size expected by XR devices. Changed [`HapticCapabilities`](xref:UnityEngine.InputSystem.XR.Haptics.HapticCapabilities) to include all properties returned by the XR input subsystem. This makes Input System match the functionality provided by the [XR](https://docs.unity3d.com/Manual/com.unity.modules.xr.html) module's [`InputDevice.TryGetHapticCapabilities`](https://docs.unity3d.com/ScriptReference/XR.InputDevice.TryGetHapticCapabilities.html) and [`HapticCapabilities`](https://docs.unity3d.com/ScriptReference/XR.HapticCapabilities.html)."},"type":"assets","unity":"2019.4","upmCi":{"footprint":"309d2b5685b706092cdc377bb5e58d84e26cb6a5"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. 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This is intended to improve the serialization of input actions on behaviors when created through API when the property drawer in the Inspector window does not have a chance to generate an ID.\n\n### Fixed\n- Fixed missing prefab errors in InputDeviceTester project ([case ISXB-420](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-420)).\n- Fixed serialization migration in the Tracked Pose Driver component causing bindings to clear when prefabs are used in some cases ([case ISXB-512](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-512), [case ISXB-521](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-521)).\n- Fixed Tracked Pose Driver to use `Transform.SetLocalPositionAndRotation` when available to improve performance. Based on the user contribution from [DevDunk](https://forum.unity.com/members/devdunk.4432119/) in a [forum post](https://forum.unity.com/threads/more-performant-tracked-pose-driver-solution-included.1462691).\n- Fixed the `Clone` methods of `InputAction` and `InputActionMap` so it copies the Initial State Check flag (`InputAction.wantsInitialStateCheck`) of input actions.\n- Fixed the \"Release tests throws exception in InputSystem\" bug ([case ISXB-581](https://issuetracker.unity3d.com/issues/release-tests-fail-when-input-system-package-is-installed)).\n- Fixed issues with generating Precompiled Layouts for devices which are not defined in a namespace\n- Fixed an issue where some controls like `QuaternionControl` could not be included in a Precompiled Layout because the generated code could not access a setter on child control properties."},"type":"assets","unity":"2019.4","upmCi":{"footprint":"2884559d44178f24851e34d72f68fad583427ed1"},"samples":[{"path":"Samples~/CustomComposite","description":"Shows how to implement a custom composite binding.","displayName":"Custom Binding Composite"},{"path":"Samples~/CustomDevice","description":"Shows how to implement a custom input device.","displayName":"Custom Device"},{"path":"Samples~/CustomDeviceUsages","description":"Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').","displayName":"Custom Device Usages"},{"path":"Samples~/GamepadMouseCursor","description":"An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.","displayName":"Gamepad Mouse Cursor"},{"path":"Samples~/InGameHints","description":"Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes.","displayName":"In-Game Hints"},{"path":"Samples~/InputDeviceTester","description":"A scene containing UI to visualize the controls on various supported input devices.","displayName":"InputDeviceTester"},{"path":"Samples~/InputRecorder","description":"Shows how to capture and replay input events. 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This should be used when the device supports valid flags for the position and rotation values, which is the case for XR poses.\n- Added `InputSettings.shortcutKeysConsumeInput`. This allows programmatic access to opt-in to the enhanced shortcut key behaviour ([case ISXB-254](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-254))).\n- Significantly optimized cost of `ReadValue`/`ReadUnprocessedValueFromState`/`WriteValueIntoState` for some control types. Optimization is opt-in for now, please call `InputSystem.settings.SetInternalFeatureFlag(\"USE_OPTIMIZED_CONTROLS\", true);` in your project to enable it. You can observe which controls are optimized by looking at new optimized column in device debugger. 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Optimization is opt-in for now, please call `InputSystem.settings.SetInternalFeatureFlag(\"USE_READ_VALUE_CACHING\", true);` in your project to enable it. 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