diff --git a/.yamato/upm-ci.yml b/.yamato/upm-ci.yml index 4f82281452..a08ac81f72 100644 --- a/.yamato/upm-ci.yml +++ b/.yamato/upm-ci.yml @@ -121,6 +121,7 @@ build_ios_{{ editor.version }}_{{ category.name }}: flavor: b1.large variables: EDITOR_VERSION: {{ editor.version }} + UTR_VERSION: 1.35.1 commands: - {{ utr_install_nix }} - {{ unity_downloader_install }} @@ -170,6 +171,7 @@ build_tvos_{{ editor.version }}_{{ category.name }}: flavor: b1.large variables: EDITOR_VERSION: {{ editor.version }} + UTR_VERSION: 1.35.1 commands: - {{ utr_install_nix }} - {{ unity_downloader_install }} diff --git a/Packages/com.unity.inputsystem/CHANGELOG.md b/Packages/com.unity.inputsystem/CHANGELOG.md index 7479fcbc14..a974f5a027 100644 --- a/Packages/com.unity.inputsystem/CHANGELOG.md +++ b/Packages/com.unity.inputsystem/CHANGELOG.md @@ -23,6 +23,7 @@ however, it has to be formatted properly to pass verification tests. - Fixed an issue where an action with a name containing a slash "/" could not be found via `InputActionAsset.FindAction(string,bool)`. [ISXB-1306](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1306). - Fixed Gamepad stick up/down inputs that were not recognized in WebGL. [ISXB-1090](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1090) - Fixed reenabling the VirtualMouseInput component may sometimes lead to NullReferenceException. [ISXB-1096](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1096) +- Fixed the default button press point not being respected in Editor (as well as some other Touchscreen properties). [ISXB-1152](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1152) - Fixed PlayerInput component automatically switching away from the default ActionMap set to 'None'. - Fixed a console error being shown when targeting visionOS builds in 2022.3. - Fixed a Tap Interaction issue with analog controls. The Tap interaction would keep re-starting after timeout. [ISXB-627](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-627) diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 10e3c17fb8..cb75d7d6f6 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -4122,7 +4122,8 @@ internal void RestoreStateWithoutDevices(SerializedState state) if (m_Settings != null) Object.DestroyImmediate(m_Settings); - m_Settings = state.settings; + + settings = state.settings; #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS // Note that we just reassign actions and never destroy them since always mapped to persisted asset diff --git a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs index eb7a35dcd7..1ebb0f44bf 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs @@ -3878,7 +3878,7 @@ private static void Reset(bool enableRemoting = false, IInputRuntime runtime = n s_Manager.UninstallGlobals(); } - // Create temporary settings. In the tests, this is all we need. But outside of tests,d + // Create temporary settings. In the tests, this is all we need. But outside of tests, // this should get replaced with an actual InputSettings asset. var settings = ScriptableObject.CreateInstance(); settings.hideFlags = HideFlags.HideAndDontSave;