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Merge branch 'develop' into bugfix/ISXB-1713-autosave-closeui-bug
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Packages/com.unity.inputsystem/CHANGELOG.md

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### Changed
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- 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.
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- Changed: Input System no longer depends the obsolete com.unity.modules.vr package.
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- Removed code that had to do with Unity versions older than Unity 2021.3 LTS.
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### Added
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- 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.
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- 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.
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- Fix usage of correct data format for stick axes in HID Layout Builder ([User contribution](https://github.com/Unity-Technologies/InputSystem/pull/2245))
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- 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]
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- Fixed an issue where the action icon would shrink or disappear from UI when an action has a very long name. [ISXB-1650](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1650).
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## [1.15.0] - 2025-10-03
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Packages/com.unity.inputsystem/InputSystem/Controls/InputControlExtensions.cs

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}
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device.m_ButtonControlsCheckingPressState = new List<ButtonControl>(i);
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#if UNITY_2020_1_OR_NEWER
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device.m_UpdatedButtons = new HashSet<int>(i);
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#else
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// 2019 is too old to support setting HashSet capacity
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device.m_UpdatedButtons = new HashSet<int>();
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#endif
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device.isSetupFinished = true;
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}

Packages/com.unity.inputsystem/InputSystem/Devices/InputDeviceBuilder.cs

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}
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device.m_ButtonControlsCheckingPressState = new List<ButtonControl>(i);
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#if UNITY_2020_1_OR_NEWER
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device.m_UpdatedButtons = new HashSet<int>(i);
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#else
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// 2019 is too old to support setting HashSet capacity
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device.m_UpdatedButtons = new HashSet<int>();
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#endif
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// Kill off our state.
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Reset();

Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionAssetEditor.cs

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}
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}
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// Note: Callback prior to Unity 2021.2 did not provide a boolean indicating domain relaod.
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#if UNITY_2021_2_OR_NEWER
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
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string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
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#else
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
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string[] movedAssets, string[] movedFromAssetPaths)
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#endif
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{
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Process(importedAssets, s_Imported);
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Process(deletedAssets, s_Deleted);

Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporter.cs

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using System.IO;
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using System.Linq;
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using UnityEditor;
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#if UNITY_2020_2_OR_NEWER
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using UnityEditor.AssetImporters;
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#else
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using UnityEditor.Experimental.AssetImporters;
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#endif
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using UnityEngine.InputSystem.Utilities;
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////FIXME: The importer accesses icons through the asset db (which EditorGUIUtility.LoadIcon falls back on) which will
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// the name will no longer be a mismatch and the cycle will be aborted.
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private class InputActionJsonNameModifierAssetProcessor : AssetPostprocessor
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{
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// Note: Callback prior to Unity 2021.2 did not provide a boolean indicating domain relaod.
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#if UNITY_2021_2_OR_NEWER
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
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string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
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#else
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
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string[] movedAssets, string[] movedFromAssetPaths)
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#endif
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{
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var needToInvalidate = false;
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foreach (var assetPath in importedAssets)

Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporterEditor.cs

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using System.IO;
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using UnityEngine.InputSystem.Utilities;
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using UnityEditor;
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#if UNITY_2020_2_OR_NEWER
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using UnityEditor.AssetImporters;
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#else
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using UnityEditor.Experimental.AssetImporters;
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#endif
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////TODO: support for multi-editing
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Packages/com.unity.inputsystem/InputSystem/Editor/DeviceSimulator/InputSystemPlugin.cs

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#if UNITY_EDITOR && UNITY_2021_1_OR_NEWER
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;

Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPackageControl.cs

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#if UNITY_EDITOR && UNITY_2020_2_OR_NEWER
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#if UNITY_EDITOR
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using System;
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using System.Collections.ObjectModel;
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using UnityEditor;

Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs

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#if ((UNITY_EDITOR && UNITY_2021_1_OR_NEWER) || PACKAGE_DOCS_GENERATION)
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#if (UNITY_EDITOR || PACKAGE_DOCS_GENERATION)
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using System;
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using System.Collections.Generic;
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using UnityEditor;

Packages/com.unity.inputsystem/InputSystem/Editor/Internal/EditorHelpers.cs

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// Maps path into a physical path.
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public static string GetPhysicalPath(string path)
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{
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// Note that we can only get physical path for 2021.2 or newer
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#if UNITY_2021_2_OR_NEWER
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return FileUtil.GetPhysicalPath(path);
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#else
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return path;
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#endif
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}
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}
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}

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