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1 change: 1 addition & 0 deletions Packages/com.unity.inputsystem/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ however, it has to be formatted properly to pass verification tests.
- Fixed `ArgumentNullException` when opening the Prefab Overrides window and selecting a component with an `InputAction`.
- Fixed `{fileID: 0}` getting appended to `ProjectSettings.asset` file when building a project ([case ISXB-296](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-296)).
- Fixed `Type of instance in array does not match expected type` assertion when using PlayerInput in combination with Control Schemes and Interactions ([case ISXB-282](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-282)).
- Fixed an InvalidOperationException when using Hold interaction, and by extension any interaction that changes to performed state after a timeout ([case ISXB-332](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-330)).

## [1.4.3] - 2022-09-23

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Original file line number Diff line number Diff line change
Expand Up @@ -2403,7 +2403,11 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt
// When we perform an action, we mark the event handled such that FireStateChangeNotifications()
// can then reset state monitors in the same group.
// NOTE: We don't consume for controls at binding complexity 1. Those we fire in unison.
if (controlGroupingAndComplexity[trigger.controlIndex * 2 + 1] > 1)
if (controlGroupingAndComplexity[trigger.controlIndex * 2 + 1] > 1 &&
// we can end up switching to performed state from an interaction with a timeout, at which point
// the original event will probably have been removed from memory, so make sure to check
// we still have one
m_CurrentlyProcessingThisEvent.valid)
m_CurrentlyProcessingThisEvent.handled = true;
}
else if (newPhase == InputActionPhase.Canceled)
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