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2 changes: 2 additions & 0 deletions Packages/com.unity.inputsystem/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -29,9 +29,11 @@ however, it has to be formatted properly to pass verification tests.
- Fixed a performance issue with many objects using multiple action maps [ISXB-573](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-573).
- Fixed an variable scope shadowing issue causing compilation to fail on Unity 2019 LTS.
- Fixed an issue where changing `InputSettings` instance would not affect associated feature flags.
- Submit and Cancel UI actions will now respect configured interactions. [ISXB-841](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-841).
- Fixed the UI generation of enum fields when editing interactions of action properties. The new selected value was lost when saving.
- Fixed the UI generation of custom interactions of action properties when it rely on OnGUI callback. [ISXB-886](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-886).


### Added
- Added additional device information when logging the error due to exceeding the maximum number of events processed
set by `InputSystem.settings.maxEventsBytesPerUpdate`. This additional information is available in development builds
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Original file line number Diff line number Diff line change
Expand Up @@ -709,9 +709,9 @@ internal void ProcessNavigation(ref NavigationModel navigationState)
var cancelAction = m_CancelAction?.action;

var data = GetBaseEventData();
if (cancelAction != null && cancelAction.WasPressedThisFrame())
if (cancelAction != null && cancelAction.WasPerformedThisFrame())
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
if (!data.used && submitAction != null && submitAction.WasPressedThisFrame())
if (!data.used && submitAction != null && submitAction.WasPerformedThisFrame())
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
}
}
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