DOCS: Re-organize controls section to conform to content model, DOCF-6394#2128
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duckets merged 15 commits intoFeb 10, 2025
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…OCF-6394 # Conflicts: # Packages/com.unity.inputsystem/Documentation~/predefined-interactions.md
jo-unity
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Feb 7, 2025
| - The control is not considered for [interactive rebinding](interactive-rebinding.md). [`InputActionRebindingExceptions.RebindingOperation`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.RebindingOperation.html) ignores the control by default (you can bypass this using [`WithoutIgnoringNoisyControls`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.RebindingOperation.html#UnityEngine_InputSystem_InputActionRebindingExtensions_RebindingOperation_WithoutIgnoringNoisyControls)). | ||
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| >**Note**: If any Control on a Device is noisy, the Device itself is flagged as noisy. | ||
| - The Input System performs additional event filtering to filter out noise, then calls [`InputDevice.MakeCurrent`](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_MakeCurrent) if any non-noise values cause the control to change state. If an input event for a Device contains no state change on a Control that is not marked noisy, then the Device will not be made current based on the event. This avoids, for example, a plugged in PS4 controller constantly making itself the current gamepad ([`Gamepad.current`](../api/UnityEngine.InputSystem.Gamepad.html#UnityEngine_InputSystem_Gamepad_current)) due to its sensors constantly feeding data into the system. |
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| - The Input System performs additional event filtering to filter out noise, then calls [`InputDevice.MakeCurrent`](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_MakeCurrent) if any non-noise values cause the control to change state. If an input event for a Device contains no state change on a Control that is not marked noisy, then the Device will not be made current based on the event. This avoids, for example, a plugged in PS4 controller constantly making itself the current gamepad ([`Gamepad.current`](../api/UnityEngine.InputSystem.Gamepad.html#UnityEngine_InputSystem_Gamepad_current)) due to its sensors constantly feeding data into the system. | |
| - The Input System performs additional event filtering to filter out noise, then calls [`InputDevice.MakeCurrent`](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_MakeCurrent) if any non-noise values cause the control to change state. If an input event for a device doesn't contain a state change on a non-noisy control, then the Input System doesn't mark the device as current based on the event. This avoids, for example, a plugged in PS4 controller constantly making itself the current gamepad ([`Gamepad.current`](../api/UnityEngine.InputSystem.Gamepad.html#UnityEngine_InputSystem_Gamepad_current)) due to its sensors constantly feeding data into the system. |
There were a lot of negatives here that were making it hard to parse
| - The Input System performs additional event filtering to filter out noise, then calls [`InputDevice.MakeCurrent`](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_MakeCurrent) if any non-noise values cause the control to change state. If an input event for a Device contains no state change on a Control that is not marked noisy, then the Device will not be made current based on the event. This avoids, for example, a plugged in PS4 controller constantly making itself the current gamepad ([`Gamepad.current`](../api/UnityEngine.InputSystem.Gamepad.html#UnityEngine_InputSystem_Gamepad_current)) due to its sensors constantly feeding data into the system. | ||
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| Parallel to the [`input state`](../api/UnityEngine.InputSystem.InputControl.html#UnityEngine_InputSystem_InputControl_currentStatePtr) and the [`default state`](../api/UnityEngine.InputSystem.InputControl.html#UnityEngine_InputSystem_InputControl_defaultStatePtr) that the Input System keeps for all Devices currently present, it also maintains a [`noise mask`](../api/UnityEngine.InputSystem.InputControl.html#UnityEngine_InputSystem_InputControl_noiseMaskPtr) in which only bits for state that is __not__ noise are set. This can be used to very efficiently mask out noise in input. | ||
| - When the application loses focus and Devices are [reset](Devices.md#device-resets) as a result, the state of noisy Controls will be preserved as is. This ensures that sensor readinds will remain at their last value rather than being reset to default values. |
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| - When the application loses focus and Devices are [reset](Devices.md#device-resets) as a result, the state of noisy Controls will be preserved as is. This ensures that sensor readinds will remain at their last value rather than being reset to default values. | |
| - When the application loses focus and devices are [reset](Devices.md#device-resets) as a result, the state of noisy controls are preserved. This ensures that sensor readings remain at their last value rather than being reset to default values. |
…OCF-6394 # Conflicts: # Packages/com.unity.inputsystem/Documentation~/Keyboard.md # Packages/com.unity.inputsystem/Documentation~/control-types.md
Co-authored-by: Jo Dawes <49957016+jo-unity@users.noreply.github.com>
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Description
The new re-organized "controls" section of the docs.
Testing status & QA
Built and checked locally.
Overall Product Risks
Docs only, no product risk.
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Pages included: