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0.2.10-preview now available in package manager

Discussion in 'New Input System' started by dougpunity3d, May 17, 2019.

  1. dougpunity3d

    dougpunity3d

    Unity Technologies

    Joined:
    Jul 11, 2018
    Posts:
    16
    0.2.10-preview now available in package manager for use with 2019.1 and greater.

    [0.2.10-preview] - 2019-5-17
    Added
    • Added a MultiplayerEventSystem class, which allows you use multiple UI event systems to control different parts of the UI by different players.
    • InputSystemUIInputModule now lets you specify an InputActionAsset in the actionsAsset property. If this is set, the inspector will populate all actions from this asset. If you have a PlayerInput component on the same game object, referencing the same InputActionAsset, the PlayerInput component will keep the actions on the InputSystemUIInputModule in synch, allowing easy setup of multiplayer UI systems.
    Changed
    • StickControl.x and StickControl.y are now deadzoned, i.e. have AxisDeadzone processors on them. This affects all gamepads and joysticks.
      • NOTE: The deadzoning is independent of the stick. Whereas the stack has a radial deadzones, x and y have linear deadzones. This means that leftStick.ReadValue().x is not necessary equal to leftStick.x.ReadValue().
      • This change also fixes the problem of noise from sticks not getting filtered out and causing devices such as the PS4 controller to constantly make itself Gamepad.current.
    • Redesigned UIActionInputModule
      • Added a button in the inspector to automatically assign actions from an input action asset based on commonly used action names.
      • Will now populate actions with useful defaults.
      • Removed clickSpeed property - will use native click counts from the OS where available instead.
      • Removed sendEventsWhenInBackground property.
      • Hiding Touches and TrackedDevices until we decide how to handle them.
      • Remove moveDeadzone property as it is made redundant by the action's dead zone.
      • Removed UIActionInputModuleEnabler component, UIActionInputModule will now enable itself.
    • Changed default button press point to 0.5.
    • Changed all constants in public API to match Unity naming conventions ("Constant" instead of "kConstant").
    • Changed namespace from UnityEngine.Experimental.Input to UnityEngine.InputSystem.
    • Generated wrapper code now has nicer formatting.
    • Renamed UIActionInputModule to InputSystemUIInputModule.
    • Nicer icons for InputActionAssets and InputActions and for Button and generic controls.
    • Change all public API using IntPtr to use unsafe pointer types instead.
    • PlayerInput will no longer disable any actions not in the currently active action map when disabling input or switching action maps.
    • Change some public fields into properties.
    • Input System project settings are now called "Input System Package" in the project window instead of "Input (NEW)".
    • Rename "Cancelled" -> "Canceled" (US spelling) in all APIs.
    Fixed
    • Adding devices to "Supported Devices" in input preferences not allowing to select certain device types (like "Gamepad").
    • Fixed scrolling in UIActionInputModule.
    • Fixed compiling the input system package in Unity 19.2 with ugui being moved to a package now.
    • In the Input System project settings window, you can no longer add a supported device twice.
    Actions
    • Custom inspector for PlayerInput no longer adds duplicates of action events if Invoke Unity Events notification behavior is selected.
    • Fixed Hold interactions firing immediately before the duration has passed.
    • Fixed editing bindings or processors for InputAction fields in the inspector (Changes wouldn't persist before).
    Added
    Actions
    • PlayerInput can now handle .inputactions assets that have no control schemes.
      • Will pair all devices mentioned by any of the bindings except if already paired to another player.
     
    transat, colin_young and Creepgin like this.