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ekcoh committed Apr 10, 2022
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@@ -1,4 +1,4 @@
#if ENABLE_VR || ENABLE_AR
#if ENABLE_VR || UNITY_GAMECORE
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
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2 changes: 1 addition & 1 deletion Assets/QA/Tests/XRHaptics/XRHaptics.cs
@@ -1,4 +1,4 @@
#if ENABLE_VR || ENABLE_AR
#if ENABLE_VR || UNITY_GAMECORE
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.XR;
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2 changes: 1 addition & 1 deletion Assets/Samples/InGameHints/InGameHintsActions.cs
@@ -1,7 +1,7 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.3.0
// version 1.4.0
// from Assets/Samples/InGameHints/InGameHintsActions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
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3 changes: 2 additions & 1 deletion Assets/Samples/RebindingUI/README.md
Expand Up @@ -4,4 +4,5 @@ This sample demonstrates how to use the Input System APIs to set up a rebinding

Finally, the [RebindSaveLoad](./RebindSaveLoad.cs) script demonstrates how to persist user rebinds in `PlayerPrefs` and how to restore them from there.

The icons used in the sample are taken from [Free Prompts Pack](https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack) made by Nicolae Berbece.
The icons used in the sample are taken from [Free Prompts Pack v4.0](https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack) created by, and made available to public domain by Nicolae Berbece.
Icons are licensed under [Creative Commons CC0](https://creativecommons.org/publicdomain/zero/1.0/).
2 changes: 1 addition & 1 deletion Assets/Samples/SimpleDemo/SimpleControls.cs
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.3.0
// version 1.4.0
// from Assets/Samples/SimpleDemo/SimpleControls.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
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8 changes: 8 additions & 0 deletions Assets/Samples/UnityRemote.meta

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4 changes: 4 additions & 0 deletions Assets/Samples/UnityRemote/.sample.json
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{
"displayName": "Unity Remote",
"description": "An example with a simple scene for trying out the Unity Remote app."
}
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8 changes: 8 additions & 0 deletions Assets/Samples/UnityRemote/CubeMaterial.mat.meta

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15 changes: 15 additions & 0 deletions Assets/Samples/UnityRemote/README.md
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# Unity Remote Sample

This sample is just a simple scene that lets you see try out the Unity Remote app. The app is useful for quickly testing your project in the Unity Editor without having to build and deploy to the device. This is supported for iOS and Android.

More detailed information about the Unity Remote can be found in the [Unity manual](https://docs.unity3d.com/Manual/UnityRemote5.html).

Instructions:

1. Install the Unity Remote app on your Android or iOS device.
2. Connect the device to your computer via USB. On Android, make sure you have the Android SDK installed and configured appropriately in Unity. Also, USB debugging needs to be enabled.
3. In Unity, go to `Edit > Project Settings > Editor` and select the device in the `Unity Remote` section.
![Unity Remote Settings](./UnityRemoteSettings.png)
4. Open the Unity Remote app on the device.
5. Open the [`UnityRemoteTest.unity`](UnityRemoteTest.unity) scene from this sample.
6. Enter play mode. After a short delay, the Unity Remote app on your device should switch to display the scene and you should be able to interact with the scene in the editor using the device.
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98 changes: 98 additions & 0 deletions Assets/Samples/UnityRemote/UnityRemoteSettings.png.meta

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