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FIX: Changed to frame based comparison for tracking UI click/navigation events (#2112)
Co-authored-by: Paulius Dervinis <54306142+Pauliusd01@users.noreply.github.com>
Co-authored-by: Stefan Schubert <stefan@unity3d.com>
Co-authored-by: Chris Massie <chris.massie@unity3d.com>
Co-authored-by: Chris Massie <67029035+chris-massie@users.noreply.github.com>
InputSystem.Update(); // a manual update happens between two frames, that does not affect the output of the WasXYZThisRenderingFrame but does affect the WasXYZThisFrame
InputSystem.Update(); // a manual update happens between two frames, that does not affect the output of the WasXYZThisRenderingFrame but does affect the WasXYZThisFrame
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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- Fixed arrow key navigation of Input Actions after Action rename. [ISXB-1024](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1024)
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- Fixed gamepad navigation in UI Toolkit TextField when using InputSystemUIInputModule. [UUM-77364](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-77364)
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- Fixed issue where asset editor window splitter positions were not persisted [ISXB-1316]
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- Fixed an issue where updating the InputSystem outside of the dynamic Update would lead to UI input and navigation events get lost. [ISXB-1313](https://issuetracker.unity3d.com/issues/ui-onclick-events-sometimes-do-not-trigger-when-manual-update-is-utilized-with-input-system)
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- Fixed a bug that would cause `TrackedPoseDriver` to update position and rotation when no HMD device is connected [ISXB-699](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-699) instead of keeping it unchanged.
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### Changed
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- Changed default input action asset name from New Controls to New Actions.
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- Added disabling of action maps in rebinding UI sample.
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### Added
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- An alternative way to access if an action state reached a certain phase during this rendering frame (Update()). This can be utilized even if the InputSystem update mode is set to manual or FixedUpdate. It can be used to access the action phase during rendering, eg for perform updates to the UI.
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