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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 @@ -21,6 +21,7 @@ however, it has to be formatted properly to pass verification tests.
- Fixed serialization migration in the Tracked Pose Driver component causing bindings to clear when prefabs are used in some cases ([case ISXB-512](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-512), [case ISXB-521](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-521)).
- Fixed Tracked Pose Driver to use `Transform.SetLocalPositionAndRotation` when available to improve performance. Based on the user contribution from [DevDunk](https://forum.unity.com/members/devdunk.4432119/) in a [forum post](https://forum.unity.com/threads/more-performant-tracked-pose-driver-solution-included.1462691).
- Fixed the `Clone` methods of `InputAction` and `InputActionMap` so it copies the Initial State Check flag (`InputAction.wantsInitialStateCheck`) of input actions.
- Fixed the "Release tests throws exception in InputSystem" bug ([case ISXB-581](https://issuetracker.unity3d.com/issues/release-tests-fail-when-input-system-package-is-installed)).

## [1.6.3] - 2023-07-11

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Original file line number Diff line number Diff line change
Expand Up @@ -91,8 +91,9 @@ public virtual void Setup()
runtime = new InputTestRuntime();

// Push current input system state on stack.
#if DEVELOPMENT_BUILD || UNITY_EDITOR
InputSystem.SaveAndReset(enableRemoting: false, runtime: runtime);

#endif
// Override the editor messing with logic like canRunInBackground and focus and
// make it behave like in the player.
#if UNITY_EDITOR
Expand Down Expand Up @@ -165,7 +166,9 @@ public virtual void TearDown()

try
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
InputSystem.Restore();
#endif
runtime.Dispose();

// Unhook from play mode state changes.
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