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FIX: VirtualMouseInput not supporting UI scaling other than constant. #1119

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Rene-Damm
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Integrates #1078.

@@ -31,7 +31,7 @@ internal class RemoteInputPlayerConnection :
{
public static readonly Guid kNewDeviceMsg = new Guid("fcd9651ded40425995dfa6aeb78f1f1c");
public static readonly Guid kNewLayoutMsg = new Guid("fccfec2b7369466d88502a9dd38505f4");
public static readonly Guid kNewEventsMsg = new Guid("34d9b47f923142ff847c0d1f8b0554d9");
public static readonly Guid kNewEventsMsg = new Guid("53546641df1347bc8aa315278a603586");
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Unrelated fix but so minor I didn't bother routing it in separately. This one was a copypaste mistake where I ended up inadvertently reusing a GUID from the docs. Which then someone discovered because another Unity system had done the same :D

/// and the system mouse. This may, for example, interfere with automatic control scheme switching (which is why the disabling
/// is on by default).
/// </remarks>
public bool disableSystemMouse
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A user got caught off guard that the system mouse wouldn't work if VirtualMouseInput is used. This is intentional and IMO the better thing to do in the current setup. However, I can see how that can be quite undesirable so I opted for just exposing an option to toggle the behavior off. Default is on so behavior is unchanged from before.

@Rene-Damm
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Bouncing this to after 1.0. I thought I had the very test that is failing here green and everything working after the change but now seems the positioning of the mouse got broken.

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unity-cla-assistant commented Jun 28, 2022

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@CreepyGnome
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Out of curiosity, what is the status of this issue from what I can see, this still exists in the latest InputSystem?

@jimon
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jimon commented Feb 13, 2023

Will continue in #1639

@jimon jimon closed this Feb 13, 2023
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5 participants