Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion Packages/com.unity.inputsystem/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
Due to package verification, the latest version below is the unpublished version and the date is meaningless.
however, it has to be formatted properly to pass verification tests.

## [Unreleased]
## [1.1.0] - 2021-08-27

### Changed

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -601,7 +601,8 @@ You can also use this method to replace the text string with images.
// Call GetBindingDisplayString() such that it also returns information about the
// name of the device layout and path of the control on the device. This information
// is useful for reliably associating imagery with individual controls.
var bindingString = action.GetBindingDisplayString(out deviceLayout, out controlPath);
// NOTE: The first argument is the index of the binding within InputAction.bindings.
var bindingString = action.GetBindingDisplayString(0, out deviceLayout, out controlPath);

// If it's a gamepad, look up an icon for the control.
Sprite icon = null;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1268,7 +1268,27 @@ public InputActionReference trackedDevicePosition
/// <remarks>
/// This instantiates <see cref="DefaultInputActions"/> and assigns it to <see cref="actionsAsset"/>. It also
/// assigns all the various individual actions such as <see cref="point"/> and <see cref="leftClick"/>.
///
/// Note that if an <c>InputSystemUIInputModule</c> component is programmatically added to a <c>GameObject</c>,
/// it will automatically receive the default actions as part of its <c>OnEnable</c> method. Use <see cref="UnassignActions"/>
/// to remove these assignments.
///
/// <example>
/// <code>
/// var go = new GameObject();
/// go.AddComponent&lt;EventSystem&gt;();
///
/// // Adding the UI module like this will implicitly enable it and thus lead to
/// // automatic assignment of the default input actions.
/// var uiModule = go.AddComponent&lt;InputSystemUIInputModule&gt;();
///
/// // Manually remove the default input actions.
/// uiModule.UnassignActions();
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="actionsAsset"/>
/// <seealso cref="DefaultInputActions"/>
public void AssignDefaultActions()
{
var defaultActions = new DefaultInputActions();
Expand All @@ -1286,11 +1306,13 @@ public void AssignDefaultActions()
}

/// <summary>
/// Remove all action assignment
/// Remove all action assignments, that is <see cref="actionsAsset"/> as well as all individual
/// actions such as <see cref="leftClick"/>.
/// </summary>
/// <remarks>
/// This clears <see cref="actionsAsset"/> and the various individual action references such as <see cref="point"/> and <see cref="leftClick"/>.
/// If the current actions were enabled by the UI input module, they will be disabled in the process.
/// </remarks>
/// <seealso cref="AssignDefaultActions"/>
public void UnassignActions()
{
actionsAsset = default;
Expand Down
2 changes: 1 addition & 1 deletion Packages/com.unity.inputsystem/ValidationExceptions.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
{
"ValidationTest": "API Validation",
"ExceptionMessage": "Breaking changes require a new major version.",
"PackageVersion": "1.1.0-pre.6"
"PackageVersion": "1.1.0"
}
],
"WarningExceptions": []
Expand Down
2 changes: 1 addition & 1 deletion Packages/com.unity.inputsystem/package.json
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
{
"name": "com.unity.inputsystem",
"displayName": "Input System",
"version": "1.1.0-pre.6",
"version": "1.1.0",
"unity": "2019.4",
"description": "A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.",
"keywords": [
Expand Down