From 4ae670fe9c43635b12206551fa9c1720cb0dfbc0 Mon Sep 17 00:00:00 2001 From: Anthony Yakovlev Date: Tue, 28 Oct 2025 13:56:26 +0300 Subject: [PATCH 1/4] remove code that targets Unity versions older than the oldest supported at this moment (Unity 2021.3 LTS) --- .../Controls/InputControlExtensions.cs | 5 --- .../InputSystem/Devices/InputDeviceBuilder.cs | 5 --- .../AssetImporter/InputActionAssetEditor.cs | 6 --- .../AssetImporter/InputActionImporter.cs | 10 ----- .../InputActionImporterEditor.cs | 4 -- .../DeviceSimulator/InputSystemPlugin.cs | 2 +- .../Editor/InputSystemPackageControl.cs | 2 +- .../Editor/InputSystemPluginControl.cs | 4 +- .../Editor/Internal/EditorHelpers.cs | 5 --- .../ProjectWideActionsAsset.cs | 4 -- .../Settings/EditorPlayerSettingHelpers.cs | 43 ------------------- .../InputSystem/Plugins/HID/HID.cs | 6 --- .../Plugins/UI/ExtendedPointerEventData.cs | 8 ---- .../Plugins/UI/InputSystemUIInputModule.cs | 17 -------- .../InputSystem/Plugins/UI/PointerModel.cs | 2 - .../InputSystem/Utilities/PredictiveParser.cs | 3 -- 16 files changed, 3 insertions(+), 123 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Controls/InputControlExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Controls/InputControlExtensions.cs index 3e308d86e1..10eeb4386e 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Controls/InputControlExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Controls/InputControlExtensions.cs @@ -1931,12 +1931,7 @@ public void Finish() } device.m_ButtonControlsCheckingPressState = new List(i); - #if UNITY_2020_1_OR_NEWER device.m_UpdatedButtons = new HashSet(i); - #else - // 2019 is too old to support setting HashSet capacity - device.m_UpdatedButtons = new HashSet(); - #endif device.isSetupFinished = true; } diff --git a/Packages/com.unity.inputsystem/InputSystem/Devices/InputDeviceBuilder.cs b/Packages/com.unity.inputsystem/InputSystem/Devices/InputDeviceBuilder.cs index 7557a366fb..806b9f35dd 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Devices/InputDeviceBuilder.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Devices/InputDeviceBuilder.cs @@ -75,12 +75,7 @@ public InputDevice Finish() } device.m_ButtonControlsCheckingPressState = new List(i); - #if UNITY_2020_1_OR_NEWER device.m_UpdatedButtons = new HashSet(i); - #else - // 2019 is too old to support setting HashSet capacity - device.m_UpdatedButtons = new HashSet(); - #endif // Kill off our state. Reset(); diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionAssetEditor.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionAssetEditor.cs index e5c87f372f..20d4ece7f9 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionAssetEditor.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionAssetEditor.cs @@ -247,14 +247,8 @@ private static void Process(string[] assets, ICollection target) } } - // Note: Callback prior to Unity 2021.2 did not provide a boolean indicating domain relaod. -#if UNITY_2021_2_OR_NEWER private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload) -#else - private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, - string[] movedAssets, string[] movedFromAssetPaths) -#endif { Process(importedAssets, s_Imported); Process(deletedAssets, s_Deleted); diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporter.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporter.cs index 0fb8416436..9aa690b466 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporter.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporter.cs @@ -4,11 +4,7 @@ using System.IO; using System.Linq; using UnityEditor; -#if UNITY_2020_2_OR_NEWER using UnityEditor.AssetImporters; -#else -using UnityEditor.Experimental.AssetImporters; -#endif using UnityEngine.InputSystem.Utilities; ////FIXME: The importer accesses icons through the asset db (which EditorGUIUtility.LoadIcon falls back on) which will @@ -381,14 +377,8 @@ private static bool ContainsInputActionAssetPath(string[] assetPaths) // the name will no longer be a mismatch and the cycle will be aborted. private class InputActionJsonNameModifierAssetProcessor : AssetPostprocessor { - // Note: Callback prior to Unity 2021.2 did not provide a boolean indicating domain relaod. -#if UNITY_2021_2_OR_NEWER private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload) -#else - private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, - string[] movedAssets, string[] movedFromAssetPaths) -#endif { var needToInvalidate = false; foreach (var assetPath in importedAssets) diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporterEditor.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporterEditor.cs index 74244994c8..b1c9a4ce5e 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporterEditor.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/InputActionImporterEditor.cs @@ -3,11 +3,7 @@ using System.IO; using UnityEngine.InputSystem.Utilities; using UnityEditor; -#if UNITY_2020_2_OR_NEWER using UnityEditor.AssetImporters; -#else -using UnityEditor.Experimental.AssetImporters; -#endif ////TODO: support for multi-editing diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/DeviceSimulator/InputSystemPlugin.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/DeviceSimulator/InputSystemPlugin.cs index 93dc8cbbb8..39de5482ad 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/DeviceSimulator/InputSystemPlugin.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/DeviceSimulator/InputSystemPlugin.cs @@ -1,4 +1,4 @@ -#if UNITY_EDITOR && UNITY_2021_1_OR_NEWER +#if UNITY_EDITOR using System; using System.Collections.Generic; diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPackageControl.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPackageControl.cs index 8fba9fe05f..dd9e6dccd8 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPackageControl.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPackageControl.cs @@ -1,4 +1,4 @@ -#if UNITY_EDITOR && UNITY_2020_2_OR_NEWER +#if UNITY_EDITOR using System; using System.Collections.ObjectModel; using UnityEditor; diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs index 52f0fc7407..cb5b850abb 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs @@ -1,4 +1,4 @@ -#if ((UNITY_EDITOR && UNITY_2021_1_OR_NEWER) || PACKAGE_DOCS_GENERATION) +#if (UNITY_EDITOR || PACKAGE_DOCS_GENERATION) using System; using System.Collections.Generic; using UnityEditor; @@ -37,9 +37,7 @@ private static void CheckForExtension() BuildTarget.tvOS, BuildTarget.LinuxHeadlessSimulation, BuildTarget.EmbeddedLinux, - #if UNITY_2022_1_OR_NEWER BuildTarget.QNX, - #endif #if UNITY_2022_3_OR_NEWER BuildTarget.VisionOS, #endif diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/EditorHelpers.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/EditorHelpers.cs index 88d570c751..1ad901c155 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/EditorHelpers.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/Internal/EditorHelpers.cs @@ -129,12 +129,7 @@ internal static bool SaveAsset(string assetPath, string text) // Maps path into a physical path. public static string GetPhysicalPath(string path) { - // Note that we can only get physical path for 2021.2 or newer -#if UNITY_2021_2_OR_NEWER return FileUtil.GetPhysicalPath(path); -#else - return path; -#endif } } } diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs index 848af6320a..5b67f0acad 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs @@ -24,11 +24,7 @@ class ProjectSettingsPostprocessor : AssetPostprocessor { private static bool migratedInputActionAssets = false; -#if UNITY_2021_2_OR_NEWER private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload) -#else - private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) -#endif { if (!migratedInputActionAssets && importedAssets.Contains(kAssetPathInputManager)) { diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/Settings/EditorPlayerSettingHelpers.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/Settings/EditorPlayerSettingHelpers.cs index dc45b3f4c6..731d546d0e 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/Settings/EditorPlayerSettingHelpers.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/Settings/EditorPlayerSettingHelpers.cs @@ -20,17 +20,11 @@ public static bool newSystemBackendsEnabled { get { -#if UNITY_2020_2_OR_NEWER var property = GetPropertyOrNull(kActiveInputHandler); return property == null || ActiveInputHandlerToTuple(property.intValue).newSystemEnabled; -#else - var property = GetPropertyOrNull(kEnableNewSystemProperty); - return property == null || property.boolValue; -#endif } set { -#if UNITY_2020_2_OR_NEWER var property = GetPropertyOrNull(kActiveInputHandler); if (property != null) { @@ -43,18 +37,6 @@ public static bool newSystemBackendsEnabled { Debug.LogError($"Cannot find '{kActiveInputHandler}' in player settings"); } -#else - var property = GetPropertyOrNull(kEnableNewSystemProperty); - if (property != null) - { - property.boolValue = value; - property.serializedObject.ApplyModifiedProperties(); - } - else - { - Debug.LogError($"Cannot find '{kEnableNewSystemProperty}' in player settings"); - } -#endif } } @@ -66,17 +48,11 @@ public static bool oldSystemBackendsEnabled { get { -#if UNITY_2020_2_OR_NEWER var property = GetPropertyOrNull(kActiveInputHandler); return property == null || ActiveInputHandlerToTuple(property.intValue).oldSystemEnabled; -#else - var property = GetPropertyOrNull(kDisableOldSystemProperty); - return property == null || !property.boolValue; -#endif } set { -#if UNITY_2020_2_OR_NEWER var property = GetPropertyOrNull(kActiveInputHandler); if (property != null) { @@ -89,23 +65,9 @@ public static bool oldSystemBackendsEnabled { Debug.LogError($"Cannot find '{kActiveInputHandler}' in player settings"); } -#else - var property = GetPropertyOrNull(kDisableOldSystemProperty); - if (property != null) - { - property.boolValue = !value; - property.serializedObject.ApplyModifiedProperties(); - } - else - { - Debug.LogError($"Cannot find '{kDisableOldSystemProperty}' in player settings"); - } -#endif } } - -#if UNITY_2020_2_OR_NEWER private const string kActiveInputHandler = "activeInputHandler"; private enum InputHandler @@ -152,11 +114,6 @@ private static int TupleToActiveInputHandler((bool newSystemEnabled, bool oldSys } } -#else - private const string kEnableNewSystemProperty = "enableNativePlatformBackendsForNewInputSystem"; - private const string kDisableOldSystemProperty = "disableOldInputManagerSupport"; -#endif - private static SerializedProperty GetPropertyOrNull(string name) { #if UNITY_6000_0_OR_NEWER diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HID.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HID.cs index 0a304dc068..bb9f1d8e69 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HID.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HID.cs @@ -9,9 +9,7 @@ using Unity.Profiling; using UnityEngine.InputSystem.Layouts; using UnityEngine.Scripting; -#if UNITY_2021_2_OR_NEWER using UnityEngine.Pool; -#endif // HID support is currently broken in 32-bit Windows standalone players. Consider 32bit Windows players unsupported for now. #if UNITY_STANDALONE_WIN && !UNITY_64 @@ -980,7 +978,6 @@ public string ToJson() public static HIDDeviceDescriptor FromJson(string json) { -#if UNITY_2021_2_OR_NEWER try { // HID descriptors, when formatted correctly, are always json strings with no whitespace and a @@ -1138,9 +1135,6 @@ public static HIDDeviceDescriptor FromJson(string json) k_HIDParseDescriptorFallback.End(); return descriptor; } -#else - return JsonUtility.FromJson(json); -#endif } } diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/ExtendedPointerEventData.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/ExtendedPointerEventData.cs index 9fd95ef61f..736d65b34a 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/ExtendedPointerEventData.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/ExtendedPointerEventData.cs @@ -89,13 +89,11 @@ public override string ToString() stringBuilder.AppendLine("pressPosition: " + pressPosition); stringBuilder.AppendLine("trackedDevicePosition: " + trackedDevicePosition); stringBuilder.AppendLine("trackedDeviceOrientation: " + trackedDeviceOrientation); - #if UNITY_2021_1_OR_NEWER stringBuilder.AppendLine("pressure" + pressure); stringBuilder.AppendLine("radius: " + radius); stringBuilder.AppendLine("azimuthAngle: " + azimuthAngle); stringBuilder.AppendLine("altitudeAngle: " + altitudeAngle); stringBuilder.AppendLine("twist: " + twist); - #endif #if UNITY_2022_3_OR_NEWER stringBuilder.AppendLine("displayIndex: " + displayIndex); #endif @@ -136,12 +134,10 @@ internal void ReadDeviceState() if (control.parent is Pen pen) { uiToolkitPointerId = GetPenPointerId(pen); - #if UNITY_2021_1_OR_NEWER pressure = pen.pressure.magnitude; azimuthAngle = (pen.tilt.value.x + 1) * Mathf.PI / 2; altitudeAngle = (pen.tilt.value.y + 1) * Mathf.PI / 2; twist = pen.twist.value * Mathf.PI * 2; - #endif #if UNITY_2022_3_OR_NEWER displayIndex = pen.displayIndex.ReadValue(); #endif @@ -149,10 +145,8 @@ internal void ReadDeviceState() else if (control.parent is TouchControl touchControl) { uiToolkitPointerId = GetTouchPointerId(touchControl); - #if UNITY_2021_1_OR_NEWER pressure = touchControl.pressure.magnitude; radius = touchControl.radius.value; - #endif #if UNITY_2022_3_OR_NEWER displayIndex = touchControl.displayIndex.ReadValue(); #endif @@ -160,10 +154,8 @@ internal void ReadDeviceState() else if (control.parent is Touchscreen touchscreen) { uiToolkitPointerId = GetTouchPointerId(touchscreen.primaryTouch); - #if UNITY_2021_1_OR_NEWER pressure = touchscreen.pressure.magnitude; radius = touchscreen.radius.value; - #endif #if UNITY_2022_3_OR_NEWER displayIndex = touchscreen.displayIndex.ReadValue(); #endif diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs index 667a833494..b2e06a010a 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs @@ -531,7 +531,6 @@ private void ProcessPointerMovement(ref PointerModel pointer, ExtendedPointerEve private void ProcessPointerMovement(ExtendedPointerEventData eventData, GameObject currentPointerTarget) { -#if UNITY_2021_1_OR_NEWER // If the pointer moved, send move events to all UI elements the pointer is // currently over. var wasMoved = eventData.IsPointerMoving(); @@ -540,7 +539,6 @@ private void ProcessPointerMovement(ExtendedPointerEventData eventData, GameObje for (var i = 0; i < eventData.hovered.Count; ++i) ExecuteEvents.Execute(eventData.hovered[i], eventData, ExecuteEvents.pointerMoveHandler); } -#endif // If we have no target or pointerEnter has been deleted, // we just send exit events to anything we are tracking @@ -615,10 +613,8 @@ private void ProcessPointerMovement(ExtendedPointerEventData eventData, GameObje #endif ExecuteEvents.Execute(current.gameObject, eventData, ExecuteEvents.pointerEnterHandler); -#if UNITY_2021_1_OR_NEWER if (wasMoved) ExecuteEvents.Execute(current.gameObject, eventData, ExecuteEvents.pointerMoveHandler); -#endif eventData.hovered.Add(current.gameObject); // stop when encountering an object with the pointerEnterHandler @@ -689,9 +685,7 @@ private void ProcessPointerButton(ref PointerModel.ButtonState button, PointerEv // Set pointerPress. This nukes lastPress. Meaning that after OnPointerDown, lastPress will // become null. eventData.pointerPress = newPressed; -#if UNITY_2020_1_OR_NEWER // pointerClick doesn't exist before this. eventData.pointerClick = pointerClickHandler; -#endif eventData.rawPointerPress = currentOverGo; // Save the drag handler for drag events during this mouse down. @@ -712,11 +706,7 @@ private void ProcessPointerButton(ref PointerModel.ButtonState button, PointerEv // 2) StandaloneInputModule increases click counts even if something is eventually not deemed a // click and OnPointerClick is thus never invoked. var pointerClickHandler = ExecuteEvents.GetEventHandler(currentOverGo); -#if UNITY_2020_1_OR_NEWER var isClick = eventData.pointerClick != null && eventData.pointerClick == pointerClickHandler && eventData.eligibleForClick; -#else - var isClick = eventData.pointerPress != null && eventData.pointerPress == pointerClickHandler && eventData.eligibleForClick; -#endif if (isClick) { // Count clicks. @@ -740,11 +730,7 @@ private void ProcessPointerButton(ref PointerModel.ButtonState button, PointerEv // Invoke OnPointerClick or OnDrop. if (isClick) { -#if UNITY_2020_1_OR_NEWER ExecuteEvents.Execute(eventData.pointerClick, eventData, ExecuteEvents.pointerClickHandler); -#else - ExecuteEvents.Execute(eventData.pointerPress, eventData, ExecuteEvents.pointerClickHandler); -#endif } else if (eventData.dragging && eventData.pointerDrag != null) ExecuteEvents.ExecuteHierarchy(currentOverGo, eventData, ExecuteEvents.dropHandler); @@ -2453,7 +2439,6 @@ public override void Process() } } -#if UNITY_2021_1_OR_NEWER public override int ConvertUIToolkitPointerId(PointerEventData sourcePointerData) { // Case 1369081: when using SingleUnifiedPointer, the same (default) pointerId should be sent to UIToolkit @@ -2466,8 +2451,6 @@ public override int ConvertUIToolkitPointerId(PointerEventData sourcePointerData : base.ConvertUIToolkitPointerId(sourcePointerData); } -#endif - #if UNITY_INPUT_SYSTEM_INPUT_MODULE_SCROLL_DELTA const float kSmallestScrollDeltaPerTick = 0.00001f; public override Vector2 ConvertPointerEventScrollDeltaToTicks(Vector2 scrollDelta) diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/PointerModel.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/PointerModel.cs index 625f5dcae4..18ea49cebd 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/PointerModel.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/UI/PointerModel.cs @@ -183,13 +183,11 @@ public void OnFrameFinished() public void CopyTouchOrPenStateFrom(PointerEventData eventData) { -#if UNITY_2021_1_OR_NEWER pressure = eventData.pressure; azimuthAngle = eventData.azimuthAngle; altitudeAngle = eventData.altitudeAngle; twist = eventData.twist; radius = eventData.radius; -#endif } // State related to pressing and releasing individual bodies. Retains those parts of diff --git a/Packages/com.unity.inputsystem/InputSystem/Utilities/PredictiveParser.cs b/Packages/com.unity.inputsystem/InputSystem/Utilities/PredictiveParser.cs index 1c3b9a8d38..f1cb7fd67c 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Utilities/PredictiveParser.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Utilities/PredictiveParser.cs @@ -2,8 +2,6 @@ namespace UnityEngine.InputSystem.Utilities { - // this parser uses Span so it's only available from later unity versions -#if UNITY_2021_2_OR_NEWER internal struct PredictiveParser { public void ExpectSingleChar(ReadOnlySpan str, char c) @@ -144,5 +142,4 @@ public void AcceptInt(ReadOnlySpan str) private int m_Position; } -#endif } From 3e81ed25fb0c450fe23791ac6775c148ce67d089 Mon Sep 17 00:00:00 2001 From: Anthony Yakovlev Date: Tue, 28 Oct 2025 13:58:15 +0300 Subject: [PATCH 2/4] update the release notes --- 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 40687b93e0..1331939016 100644 --- a/Packages/com.unity.inputsystem/CHANGELOG.md +++ b/Packages/com.unity.inputsystem/CHANGELOG.md @@ -13,6 +13,7 @@ however, it has to be formatted properly to pass verification tests. ### Changed - Replaced "Look" rebinding button for "Keyboard" control scheme with a mouse sensitivity slider in `RebindingUISample` to illustrate how to support customizing scaling of mouse deltas and how to reapply the persisted setting between runs. - Changed: Input System no longer depends the obsolete com.unity.modules.vr package. +- Removed code that had to do with Unity versions older than Unity 2021.3 LTS ### Added - Added an example of how to swap two similar controls to the `RebindingUISample`. This is accessible via a button with two arrows at the right hand-side of the screen. Pressing the button allows swapping the current bindings of the "Move" and "Look" gamepad bindings via the new `RebindActionUI.SwapBinding(RebindActionUI other)` method. From 1025d082068d2f5383ed0ebe72ef87f70d94e29b Mon Sep 17 00:00:00 2001 From: Anthony Yakovlev Date: Tue, 28 Oct 2025 14:14:49 +0300 Subject: [PATCH 3/4] Returned back 2022.1 code that shouldn't have been removed --- .../InputSystem/Editor/InputSystemPluginControl.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs b/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs index cb5b850abb..78e01768e1 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Editor/InputSystemPluginControl.cs @@ -37,7 +37,9 @@ private static void CheckForExtension() BuildTarget.tvOS, BuildTarget.LinuxHeadlessSimulation, BuildTarget.EmbeddedLinux, + #if UNITY_2022_1_OR_NEWER BuildTarget.QNX, + #endif #if UNITY_2022_3_OR_NEWER BuildTarget.VisionOS, #endif From 7fb07e0e4e90b52d41a7c1015461b617a6207169 Mon Sep 17 00:00:00 2001 From: Anthony Yakovlev Date: Tue, 28 Oct 2025 15:40:46 +0300 Subject: [PATCH 4/4] Apply suggestion from @ekcoh --- Packages/com.unity.inputsystem/CHANGELOG.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.inputsystem/CHANGELOG.md b/Packages/com.unity.inputsystem/CHANGELOG.md index 1331939016..52b803cc69 100644 --- a/Packages/com.unity.inputsystem/CHANGELOG.md +++ b/Packages/com.unity.inputsystem/CHANGELOG.md @@ -13,7 +13,7 @@ however, it has to be formatted properly to pass verification tests. ### Changed - Replaced "Look" rebinding button for "Keyboard" control scheme with a mouse sensitivity slider in `RebindingUISample` to illustrate how to support customizing scaling of mouse deltas and how to reapply the persisted setting between runs. - Changed: Input System no longer depends the obsolete com.unity.modules.vr package. -- Removed code that had to do with Unity versions older than Unity 2021.3 LTS +- Removed code that had to do with Unity versions older than Unity 2021.3 LTS. ### Added - Added an example of how to swap two similar controls to the `RebindingUISample`. This is accessible via a button with two arrows at the right hand-side of the screen. Pressing the button allows swapping the current bindings of the "Move" and "Look" gamepad bindings via the new `RebindActionUI.SwapBinding(RebindActionUI other)` method.