From e36867e0c50ec10f68b93ac836c07826058079d5 Mon Sep 17 00:00:00 2001 From: Anthony Yakovlev Date: Thu, 26 Jun 2025 13:03:38 +0300 Subject: [PATCH 1/3] fix up the 6.2 compilation treeview compilation issues, inspired by Stefan --- .../AssetEditor/InputActionEditorWindow.cs | 19 ++++++++++------ .../Editor/AssetEditor/InputActionTreeView.cs | 22 ++++++++++++------- .../AssetEditor/InputActionTreeViewItems.cs | 4 ++++ .../Editor/Debugger/InputDebuggerWindow.cs | 14 +++++++++--- .../Debugger/InputDeviceDebuggerWindow.cs | 4 ++++ .../Editor/Internal/InputControlTreeView.cs | 20 +++++++++++------ .../Editor/Internal/InputEventTreeView.cs | 8 ++++++- .../Editor/Internal/InputStateWindow.cs | 4 ++++ .../Editor/Internal/TreeViewHelpers.cs | 5 +++++ .../PropertyDrawers/InputActionDrawer.cs | 4 ++++ .../PropertyDrawers/InputActionDrawerBase.cs | 4 ++++ .../PropertyDrawers/InputActionMapDrawer.cs | 4 ++++ .../Plugins/HID/HIDDescriptorWindow.cs | 6 +++++ Packages/manifest.json | 18 ++++++++------- 14 files changed, 102 insertions(+), 34 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionEditorWindow.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionEditorWindow.cs index 2aa6a7d990..f330f0e348 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionEditorWindow.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionEditorWindow.cs @@ -9,6 +9,11 @@ using UnityEditor.PackageManager.UI; using UnityEditor.ShortcutManagement; +#if UNITY_6000_2_OR_NEWER +using TreeView = UnityEditor.IMGUI.Controls.TreeView; +using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + ////TODO: Add "Revert" button ////TODO: add helpers to very quickly set up certain common configs (e.g. "FPS Controls" in add-action context menu; @@ -245,7 +250,7 @@ private void SetAsset(InputActionAsset asset) if (asset == null) return; - m_ActionAssetManager = new InputActionAssetManager(asset) {onDirtyChanged = OnDirtyChanged}; + m_ActionAssetManager = new InputActionAssetManager(asset) { onDirtyChanged = OnDirtyChanged }; //m_ActionAssetManager.Initialize(); // TODO No longer needed when using constructor InitializeTrees(); @@ -515,7 +520,7 @@ private void LoadPropertiesForSelection() if (m_Toolbar.selectedDeviceRequirement != null) { // Single device selected from set of devices in control scheme. - controlPathsToMatch = new[] {m_Toolbar.selectedDeviceRequirement.Value.controlPath}; + controlPathsToMatch = new[] { m_Toolbar.selectedDeviceRequirement.Value.controlPath }; } else if (m_Toolbar.selectedControlScheme != null) { @@ -581,14 +586,14 @@ private void ApplyAndReloadTrees() LoadPropertiesForSelection(); } - #if UNITY_INPUT_SYSTEM_INPUT_ACTIONS_EDITOR_AUTO_SAVE_ON_FOCUS_LOST +#if UNITY_INPUT_SYSTEM_INPUT_ACTIONS_EDITOR_AUTO_SAVE_ON_FOCUS_LOST private void OnLostFocus() { if (InputEditorUserSettings.autoSaveInputActionAssets) m_ActionAssetManager.SaveChangesToAsset(); } - #endif +#endif private void Apply() { @@ -598,11 +603,11 @@ private void Apply() m_ActionMapsTree.UpdateSerializedObjectDirtyCount(); m_ActionsTree.UpdateSerializedObjectDirtyCount(); - #if UNITY_INPUT_SYSTEM_INPUT_ACTIONS_EDITOR_AUTO_SAVE_ON_FOCUS_LOST +#if UNITY_INPUT_SYSTEM_INPUT_ACTIONS_EDITOR_AUTO_SAVE_ON_FOCUS_LOST // If auto-save should be triggered on focus lost, only mark asset as dirty m_ActionAssetManager.MarkDirty(); titleContent = m_DirtyTitle; - #else +#else // If auto-save is active, immediately flush out the changes to disk. Otherwise just // put us into dirty state. if (InputEditorUserSettings.autoSaveInputActionAssets) @@ -614,7 +619,7 @@ private void Apply() m_ActionAssetManager.MarkDirty(); titleContent = m_DirtyTitle; } - #endif +#endif } private void OnGUI() diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionTreeView.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionTreeView.cs index acaf8cfaa0..55b91a3185 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionTreeView.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionTreeView.cs @@ -10,6 +10,12 @@ using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.Utilities; +#if UNITY_6000_2_OR_NEWER +using TreeView = UnityEditor.IMGUI.Controls.TreeView; +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + // The action tree view illustrates one of the weaknesses of Unity's editing model. While operating directly // on serialized data does have a number of advantages (the built-in undo system being one of them), making the // persistence model equivalent to the edit model doesn't work well. Serialized data will be laid out for persistence, @@ -90,7 +96,7 @@ public static TreeViewItem BuildWithJustActionsAndBindingsFromMap(SerializedProp public static TreeViewItem BuildWithJustActionMapsFromAsset(SerializedObject assetObject) { Debug.Assert(assetObject != null, "Asset object cannot be null"); - var root = new ActionMapListItem {id = 0, depth = -1}; + var root = new ActionMapListItem { id = 0, depth = -1 }; ActionMapTreeItem.AddActionMapsFromAssetTo(root, assetObject); return root; } @@ -98,7 +104,7 @@ public static TreeViewItem BuildWithJustActionMapsFromAsset(SerializedObject ass public static TreeViewItem BuildFullTree(SerializedObject assetObject) { Debug.Assert(assetObject != null, "Asset object cannot be null"); - var root = new TreeViewItem {id = 0, depth = -1}; + var root = new TreeViewItem { id = 0, depth = -1 }; ActionMapTreeItem.AddActionMapsFromAssetTo(root, assetObject); if (root.hasChildren) foreach (var child in root.children) @@ -368,7 +374,7 @@ public IEnumerable GetSelectedItemsOrParentsOfType() public void SelectFirstToplevelItem() { if (rootItem.children.Any()) - SetSelection(new[] {rootItem.children[0].id}, TreeViewSelectionOptions.FireSelectionChanged); + SetSelection(new[] { rootItem.children[0].id }, TreeViewSelectionOptions.FireSelectionChanged); } protected override void SelectionChanged(IList selectedIds) @@ -739,7 +745,7 @@ public void PasteItems(string copyBufferString, IEnumerable loca // Split buffer into transmissions and then into transmission blocks. Each transmission is an item subtree // meant to be pasted as a whole and each transmission block is a single chunk of serialized data. foreach (var transmission in copyBufferString.Substring(k_CopyPasteMarker.Length) - .Split(new[] {k_EndOfTransmission}, StringSplitOptions.RemoveEmptyEntries)) + .Split(new[] { k_EndOfTransmission }, StringSplitOptions.RemoveEmptyEntries)) { foreach (var location in locations) PasteBlocks(transmission, location, assignNewIDs, newItemPropertyPaths); @@ -768,7 +774,7 @@ private void PasteBlocks(string transmission, InsertLocation location, bool assi { Debug.Assert(location.item != null, "Should have drop target"); - var blocks = transmission.Split(new[] {k_EndOfTransmissionBlock}, + var blocks = transmission.Split(new[] { k_EndOfTransmissionBlock }, StringSplitOptions.RemoveEmptyEntries); if (blocks.Length < 1) return; @@ -1630,17 +1636,17 @@ private bool CheckChildrenFor(Match match, ActionTreeItemBase item) public static FilterCriterion ByName(string name) { - return new FilterCriterion {text = name, type = Type.ByName}; + return new FilterCriterion { text = name, type = Type.ByName }; } public static FilterCriterion ByBindingGroup(string group) { - return new FilterCriterion {text = group, type = Type.ByBindingGroup}; + return new FilterCriterion { text = group, type = Type.ByBindingGroup }; } public static FilterCriterion ByDeviceLayout(string layout) { - return new FilterCriterion {text = layout, type = Type.ByDeviceLayout}; + return new FilterCriterion { text = layout, type = Type.ByDeviceLayout }; } public static List FromString(string criteria) diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionTreeViewItems.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionTreeViewItems.cs index 6aa8300d9f..5f727d772f 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionTreeViewItems.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetEditor/InputActionTreeViewItems.cs @@ -6,6 +6,10 @@ using UnityEditor.IMGUI.Controls; using UnityEngine.InputSystem.Utilities; +#if UNITY_6000_2_OR_NEWER +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +#endif + ////TODO: sync expanded state of SerializedProperties to expanded state of tree (will help preserving expansion in inspector) ////REVIEW: would be great to align all "[device]" parts of binding strings neatly in a column diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDebuggerWindow.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDebuggerWindow.cs index 6086f7d605..a2f04acd35 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDebuggerWindow.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDebuggerWindow.cs @@ -12,6 +12,12 @@ using UnityEngine.InputSystem.Users; using UnityEngine.InputSystem.Utilities; +#if UNITY_6000_2_OR_NEWER +using TreeView = UnityEditor.IMGUI.Controls.TreeView; +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + ////FIXME: Generate proper IDs for the individual tree view items; the current sequential numbering scheme just causes lots of //// weird expansion/collapsing to happen. @@ -275,7 +281,8 @@ private static void DrawConnectionGUI() var profilerName = ProfilerDriver.GetConnectionIdentifier(profiler); var isConnected = ProfilerDriver.connectedProfiler == profiler; if (enabled) - menu.AddItem(new GUIContent(profilerName), isConnected, () => { + menu.AddItem(new GUIContent(profilerName), isConnected, () => + { ProfilerDriver.connectedProfiler = profiler; EnableRemoteDevices(); }); @@ -291,7 +298,8 @@ private static void DrawConnectionGUI() var url = "device://" + device.id; var isConnected = ProfilerDriver.connectedProfiler == 0xFEEE && ProfilerDriver.directConnectionUrl == url; - menu.AddItem(new GUIContent(device.name), isConnected, () => { + menu.AddItem(new GUIContent(device.name), isConnected, () => + { ProfilerDriver.DirectURLConnect(url); EnableRemoteDevices(); }); @@ -961,7 +969,7 @@ private unsafe void AddActionItem(TreeViewItem parent, InputAction action, ref i { var control = state.controls[controlStartIndex + n]; var interactions = - StringHelpers.Join(new[] {binding.effectiveInteractions, action.interactions}, ","); + StringHelpers.Join(new[] { binding.effectiveInteractions, action.interactions }, ","); var text = control.path; if (!string.IsNullOrEmpty(interactions)) diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDeviceDebuggerWindow.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDeviceDebuggerWindow.cs index a97ac39554..f62d6a0ef9 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDeviceDebuggerWindow.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDeviceDebuggerWindow.cs @@ -9,6 +9,10 @@ using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.Utilities; +#if UNITY_6000_2_OR_NEWER +using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + ////TODO: allow selecting events and saving out only the selected ones ////TODO: add the ability for the debugger to just generate input on the device according to the controls it finds; good for testing diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputControlTreeView.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputControlTreeView.cs index f4b28c2b49..5373f1a706 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputControlTreeView.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputControlTreeView.cs @@ -6,6 +6,12 @@ using UnityEngine.InputSystem.LowLevel; using Unity.Profiling; +#if UNITY_6000_2_OR_NEWER +using TreeView = UnityEditor.IMGUI.Controls.TreeView; +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + ////TODO: make control values editable (create state events from UI and pump them into the system) ////TODO: show processors attached to controls @@ -99,20 +105,20 @@ private static MultiColumnHeaderState CreateHeaderState(int numValueColumns) headerContent = new GUIContent("Type") }; columns[(int)ColumnId.Format] = - new MultiColumnHeaderState.Column {headerContent = new GUIContent("Format")}; + new MultiColumnHeaderState.Column { headerContent = new GUIContent("Format") }; columns[(int)ColumnId.Offset] = - new MultiColumnHeaderState.Column {headerContent = new GUIContent("Offset")}; + new MultiColumnHeaderState.Column { headerContent = new GUIContent("Offset") }; columns[(int)ColumnId.Bit] = - new MultiColumnHeaderState.Column {width = 40, headerContent = new GUIContent("Bit")}; + new MultiColumnHeaderState.Column { width = 40, headerContent = new GUIContent("Bit") }; columns[(int)ColumnId.Size] = - new MultiColumnHeaderState.Column {headerContent = new GUIContent("Size (Bits)")}; + new MultiColumnHeaderState.Column { headerContent = new GUIContent("Size (Bits)") }; columns[(int)ColumnId.Optimized] = - new MultiColumnHeaderState.Column {headerContent = new GUIContent("Optimized")}; + new MultiColumnHeaderState.Column { headerContent = new GUIContent("Optimized") }; if (numValueColumns == 1) { columns[(int)ColumnId.Value] = - new MultiColumnHeaderState.Column {width = 120, headerContent = new GUIContent("Value")}; + new MultiColumnHeaderState.Column { width = 120, headerContent = new GUIContent("Value") }; } else { @@ -151,7 +157,7 @@ protected override TreeViewItem BuildRoot() return new TreeViewItem { id = 0, - children = new List {rootItem}, + children = new List { rootItem }, depth = -1 }; } diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputEventTreeView.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputEventTreeView.cs index 34a8cf7560..b46c6c9c5f 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputEventTreeView.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputEventTreeView.cs @@ -6,6 +6,12 @@ using UnityEditor; using Unity.Profiling; +#if UNITY_6000_2_OR_NEWER +using TreeView = UnityEditor.IMGUI.Controls.TreeView; +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + ////FIXME: this performs horribly; the constant rebuilding on every single event makes the debug view super slow when device is noisy ////TODO: add information about which update type + update count an event came through in @@ -271,7 +277,7 @@ private unsafe void ColumnGUI(Rect cellRect, InputEventPtr eventPtr, int column) else if (eventPtr.IsA()) { var textEventPtr = TextEvent.From(eventPtr); - GUI.Label(cellRect, $"Character='{(char) textEventPtr->character}'"); + GUI.Label(cellRect, $"Character='{(char)textEventPtr->character}'"); } break; } diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputStateWindow.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputStateWindow.cs index bd095471b5..cc3c01de14 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputStateWindow.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/InputStateWindow.cs @@ -6,6 +6,10 @@ using UnityEditor.IMGUI.Controls; using UnityEngine.InputSystem.LowLevel; +#if UNITY_6000_2_OR_NEWER +using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + ////TODO: add ability to single-step through events ////TODO: annotate raw memory view with control offset and ranges (probably easiest to put the control tree and raw memory view side by side) diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/TreeViewHelpers.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/TreeViewHelpers.cs index 9e6ea9caf7..f1de1ca6a8 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/TreeViewHelpers.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/TreeViewHelpers.cs @@ -2,6 +2,11 @@ using System; using UnityEditor.IMGUI.Controls; +#if UNITY_6000_2_OR_NEWER +using TreeView = UnityEditor.IMGUI.Controls.TreeView; +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +#endif + namespace UnityEngine.InputSystem.Editor { /// diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionDrawer.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionDrawer.cs index 7662d294a5..6497c48f47 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionDrawer.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionDrawer.cs @@ -3,6 +3,10 @@ using UnityEditor; using UnityEditor.IMGUI.Controls; +#if UNITY_6000_2_OR_NEWER +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +#endif + namespace UnityEngine.InputSystem.Editor { /// diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionDrawerBase.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionDrawerBase.cs index 06d2df3fe5..a7056c316d 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionDrawerBase.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionDrawerBase.cs @@ -3,6 +3,10 @@ using UnityEditor; using UnityEditor.IMGUI.Controls; +#if UNITY_6000_2_OR_NEWER +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +#endif + namespace UnityEngine.InputSystem.Editor { /// diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionMapDrawer.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionMapDrawer.cs index 50e5d45943..41dbcf9bc5 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionMapDrawer.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputActionMapDrawer.cs @@ -3,6 +3,10 @@ using UnityEditor; using UnityEditor.IMGUI.Controls; +#if UNITY_6000_2_OR_NEWER +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +#endif + namespace UnityEngine.InputSystem.Editor { /// diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HIDDescriptorWindow.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HIDDescriptorWindow.cs index a5b5f7bf4b..3f7b9c18e8 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HIDDescriptorWindow.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HIDDescriptorWindow.cs @@ -6,6 +6,12 @@ using UnityEngine.InputSystem.Layouts; using UnityEngine.InputSystem.LowLevel; +#if UNITY_6000_2_OR_NEWER +using TreeView = UnityEditor.IMGUI.Controls.TreeView; +using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem; +using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState; +#endif + ////TODO: use two columns for treeview and separate name and value namespace UnityEngine.InputSystem.HID.Editor diff --git a/Packages/manifest.json b/Packages/manifest.json index 47deea3119..8a148d57cb 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,18 +1,20 @@ { "dependencies": { - "com.unity.analytics": "3.6.12", - "com.unity.cinemachine": "2.10.1", + "com.unity.ai.navigation": "2.0.8", + "com.unity.analytics": "3.8.1", + "com.unity.cinemachine": "2.10.4", "com.unity.coding": "0.1.0-preview.24", - "com.unity.ide.rider": "3.0.31", - "com.unity.ide.visualstudio": "2.0.22", - "com.unity.settings-manager": "1.0.3", - "com.unity.test-framework": "1.4.5", + "com.unity.ide.rider": "3.0.36", + "com.unity.ide.visualstudio": "2.0.23", + "com.unity.multiplayer.center": "1.0.0", + "com.unity.settings-manager": "2.1.0", + "com.unity.test-framework": "1.5.1", "com.unity.test-framework.build": "0.0.1-preview.12", - "com.unity.test-framework.performance": "3.0.3", + "com.unity.test-framework.performance": "3.1.0", "com.unity.test-framework.utp-reporter": "1.1.0-preview", - "com.unity.textmeshpro": "3.0.6", "com.unity.ugui": "2.0.0", "nuget.mono-cecil": "1.0.0", + "com.unity.modules.accessibility": "1.0.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", From 27ec627a3c70d757dce1532d4b3b7c1b5dca9e88 Mon Sep 17 00:00:00 2001 From: Anthony Yakovlev Date: Thu, 26 Jun 2025 13:11:26 +0300 Subject: [PATCH 2/3] revert manifest that was accidentally committed --- Packages/manifest.json | 18 ++++++++---------- 1 file changed, 8 insertions(+), 10 deletions(-) diff --git a/Packages/manifest.json b/Packages/manifest.json index 8a148d57cb..47deea3119 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,20 +1,18 @@ { "dependencies": { - "com.unity.ai.navigation": "2.0.8", - "com.unity.analytics": "3.8.1", - "com.unity.cinemachine": "2.10.4", + "com.unity.analytics": "3.6.12", + "com.unity.cinemachine": "2.10.1", "com.unity.coding": "0.1.0-preview.24", - "com.unity.ide.rider": "3.0.36", - "com.unity.ide.visualstudio": "2.0.23", - "com.unity.multiplayer.center": "1.0.0", - "com.unity.settings-manager": "2.1.0", - "com.unity.test-framework": "1.5.1", + "com.unity.ide.rider": "3.0.31", + "com.unity.ide.visualstudio": "2.0.22", + "com.unity.settings-manager": "1.0.3", + "com.unity.test-framework": "1.4.5", "com.unity.test-framework.build": "0.0.1-preview.12", - "com.unity.test-framework.performance": "3.1.0", + "com.unity.test-framework.performance": "3.0.3", "com.unity.test-framework.utp-reporter": "1.1.0-preview", + "com.unity.textmeshpro": "3.0.6", "com.unity.ugui": "2.0.0", "nuget.mono-cecil": "1.0.0", - "com.unity.modules.accessibility": "1.0.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", From 18b58702703bc5c690772aa7f8b2ebc19335af1f Mon Sep 17 00:00:00 2001 From: Anthony Yakovlev Date: Thu, 26 Jun 2025 13:21:29 +0300 Subject: [PATCH 3/3] update changelog --- Packages/com.unity.inputsystem/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Packages/com.unity.inputsystem/CHANGELOG.md b/Packages/com.unity.inputsystem/CHANGELOG.md index 9915671160..3666075d5e 100644 --- a/Packages/com.unity.inputsystem/CHANGELOG.md +++ b/Packages/com.unity.inputsystem/CHANGELOG.md @@ -28,6 +28,7 @@ however, it has to be formatted properly to pass verification tests. - 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 the TreeView compilation warnings when used with Unity 6.2 beta (ISX-2320) - 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)