0.9.1-preview now available

[0.9.1-preview] - 2019-8-8

Fixed

  • Fixed GC heap garbage being caused by triggered by event processing.
  • This meant that every processing of input would trigger garbage being allocated on the managed heap. The culprit was a peculiarity in the C# compiler which caused a struct in InputEventPtr.IsA to be allocated on the heap.
  • The bindings selection popup window will now show child controls matching the current action type even if the parent control does not match.
  • Fixed duration values reported for Hold and Press interactions.
  • DualShock 3 on macOS:
  • Fixed actions bound to the dpad control performing correctly.
  • Fixed non-present touchpad button control being triggered incorrectly.
  • Fixed compile issues with switch classes on standalone Linux.
  • Leak of unmanaged memory in InputControlList.

Actions

  • Fixed actions not updating their set of controls when the usages of a device are changed.
  • Composite bindings with the default interaction will now correctly cancel when the composite is released, even if there are multiple composite bindings on the action.

Changed

  • MouseState, KeyboardState, and GamepadState have been made public again.
  • PlayerInput and PlayerInputManager have been moved from the UnityEngine.InputSystem.PlayerInput namespace to UnityEngine.InputSystem.
  • The signature of InputSystem.onEvent has changed. The callback now takes a second argument which is the device the given event is sent to (null if there’s no corresponding InputDevice).
// Before:
InputSystem.onEvent +=
eventPtr =>
{
var device = InputSystem.GetDeviceById(eventPtr.deviceId);
//...
};
// Now:
InputSystem.onEvent +=
(eventPtr, device) =>
{
//...
};
  • The signatures of InputSystem.onBeforeUpdate and InputSystem.onAfterUpdate have changed. The callbacks no longer receive an InputUpdateType argument.
  • Use InputState.currentUpdateType in case you need to know the type of update being run.
  • InputUpdateType has been moved to the UnityEngine.InputSystem.LowLevel namespace.
  • InputSystem.Update(InputUpdateType) has been removed from the public API.
  • The way input devices are built internally has been streamlined.
  • InputDeviceBuilder is now internal. It is no longer necessary to access it to look up child controls. Simply use InputControl.GetChildControl instead.
  • To build a device without adding it to the system, call the newly added InputDevice.Build method.
InputDevice.Build<Mouse>();
  • InputSystem.SetLayoutVariant has been removed. Layout variants can no longer be set retroactively but must be decided on as part of device creation.
  • InputSystem.RegisterControlProcessor has been renamed to just InputSystem.RegisterProcessor.

Actions

  • InputAction.ReadValue<TValue>() is longer correlated to InputAction.triggered. It simply returns the current value of a bound control or composite while the action is being interacted with.
  • InputInteractionContext.PerformedAndGoBackToWaiting has been renamed to just InputInteractionContext.Performed.

Actions

  • Individual composite part bindings can now no longer have interactions assigned to them as that never made any sense.

Added

  • Devices can now have more than one usage.
  • Call InputSystem.AddDeviceUsage(device,usage) to add additional usages to a device.
  • Call InputSystem.RemoveDeviceUsage(device,usage) to remove existing usages from a device.
  • InputSystem.SetDeviceUsage(device,usage) still exists. It will clear all existing usages from the given device.
  • A new VisualizerSamples sample that can be installed through the package manager.
  • Contains two components InputControlVisualizer and InputActionVisualizer that help visualizing/debugging control/device and action activity through in-game overlays. A few sample scenes illustrate how to use them.

Actions

  • Added InputAction.ReadValueAsObject API.
  • Added InputAction.activeControl API.
2 Likes