Input System 1.6.1 released

Hello Input System users!

The Input Team would like to announce that Input System 1.6.1 has been released !

We would like to highlight the improvements in this version:

  • The InputSystem.customBindingPathValidators interface was added to allow showing warnings in the InputAsset Editor for specific InputBindings and drawing custom UI in the properties panel.
  • A displayIndex field was added to the Touch struct to expose the index of the display that was touched.
    This version also includes the addition of an internal subsystem for routing input to the UI interface, predominantly for the UI Toolkit.

More details about all the improvements and fixes are in the package changelog.

Input system 1.6.1 is available starting from:

  • 2021.3.27f1
  • 2022.3.1f1
  • 2023.1.0b20

Or alternatively, you can manually specify ā€œ1.6.1ā€ in your manifest.json.

And if itā€™s your first time hearing about the Input System you can find an introduction in the manual.

5 Likes

Nice, can you talk more about the InputForUI module for UIToolkit? Is this a system to move away from the EventSystem component?

Is there plans to fix this bug?

Also running into an issue thatā€™s making the whole thing impossible to use:

Hello @jfreire-unity ,

Iā€™m hitting an issue while installing the package on a project using 2021.3.27f1

The error is in the package, class InputSystemUIInputModule.cs

Line 2172:

public override int ConvertUIToolkitPointerId(PointerEventData sourcePointerData)

error CS0115: ā€˜InputSystemUIInputModule.ConvertUIToolkitPointerId(PointerEventData)ā€™: no suitable method found to override

Any idea about Iā€™m getting this? On an empty project it works, is there something that can cause some conflicts with the BaseInputModule?

Thank you so much!

PS - I currently got rid of this by commenting all #if UNITY_2021_OR_NEWER code in the UI scripts of the package. It built in this way, but dunno why this is happening :slight_smile: