111 lines
8.9 KiB
JSON
Executable File
111 lines
8.9 KiB
JSON
Executable File
{
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"name": "com.unity.inputsystem",
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"displayName": "Input System",
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"version": "1.20.0",
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"unity": "6000.0",
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"description": "A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.",
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"keywords": [
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"input",
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"events",
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"keyboard",
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"mouse",
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"gamepad",
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"touch",
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"vr",
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"xr"
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],
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"dependencies": {
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"com.unity.modules.uielements": "1.0.0"
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},
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"_upm": {
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"changelog": "### Fixed\n\n- Fixed input devices being lost (no keyboard, mouse, gamepad, etc.) after upgrading the package while the Editor is open (related to the recent fast enter playmode change). [ISX-2569]\n- Fixed `InputSystemProvider` disabling project-wide actions on shutdown when UI Toolkit destroys its objects mid-play. The provider now scopes its lifecycle to the UI action map only and does not disable project-wide actions [UUM-134130](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-134130)\n- Fixed `InputActionRebindingExtensions.GetBindingDisplayString(InputAction, InputBinding, ...)` returning an empty string for composite bindings when the binding mask filters by group [UUM-141423](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-141423)\n- Fixed `InputEventPtr.handled` not preventing actions from triggering when switching devices. The default event handled policy has been changed from `SuppressStateUpdates` (now deprecated) to `SuppressActionEventNotifications`, which keeps device state synchronized while suppressing action callbacks for handled events. [ISXB-1097](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1097)\n- Fixed all `InputAction.WasXxxThisFrame()` and `WasXxxThisDynamicUpdate()` polling APIs to use per-action suppression tracking instead of a map-wide flag. Previously, when multiple events arrived in the same frame with mixed handled/unhandled states, the last event's suppression state could incorrectly affect all actions in the map. [ISXB-1097](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1097)\n- Fixed `InputRecorder` playback not starting when the Game View is not focused in the Editor [ISXB-1319](https://jira.unity3d.com/browse/ISXB-1319)\n- Fixed a `NullReferenceException` thrown when removing all action maps [UUM-137116](https://jira.unity3d.com/browse/UUM-137116)\n- Simplified default setting messaging by consolidating repetitive messages into a single HelpBox.\n- Fixed a `NullPointerReferenceException` thrown in `InputManagerStateMonitors.FireStateChangeNotifications` logging by adding validation [UUM-136095].\n- Fixed auto-save not working for Input System actions in Project Settings when both the Project Settings and Input System Actions windows were open [UUM-134035](https://jira.unity3d.com/browse/UUM-134035)\n- Improved New Input System warning dialog, Native Device Inputs Not Enabled [UUM-132151].\n- Fixed caching for InputControlPath display name [ISX-2501](https://jira.unity3d.com/browse/ISX-2501)\n- Fixed editor closing and not saving the input asset when clicking cancel in the dialog prompt [UUM-134748](https://jira.unity3d.com/browse/UUM-134748)\n- Fixed an incorrect ArraysHelper.Merge implementation that used the comparer incorrectly [ISXB-1790] (https://jira.unity3d.com/browse/ISXB-1790)\n- Fixed the input actions editor window entering a corrupt state when restarting Unity after the asset was edited. [UUM-134737](https://jira.unity3d.com/browse/UUM-134737)\n- Fixed the Input Actions Editor Window toolbar buttons overlapping each other when the window size is too small [ISXB-1783] (https://jira.unity3d.com/browse/ISXB-1783)\n- Fixed `buttonSouth` returning the state of the east button (and so on for all the compass named buttons) when using a Nintendo Switch Pro Controller on iOS [ISXB-1632](issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1632)\n- Fixed `aButton` returning the state of the east button (and so on for all the letter named buttons) when using a Nintendo Switch Pro Controller on Standalone & iOS [ISXB-1632](issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1632)\n- Fixed an issue where `UIToolkit` `ClickEvent` could be fired on Android after device rotation due to inactive touch state being replayed during action initial state checks [UUM-100125](https://jira.unity3d.com/browse/UUM-100125).\n- Fixed InputSystem.onAnyButtonPress fails to trigger when the device receives a touch [UUM-137930](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-137930).\n- Fixed an incorrect ArraysHelper.HaveDuplicateReferen"
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},
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"upmCi": {
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"footprint": "227688dea6bbb9343937cb96a8064eb06205742a"
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},
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"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.20/manual/index.html",
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"repository": {
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"url": "https://github.com/Unity-Technologies/InputSystem.git",
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"type": "git",
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"revision": "27757ebb14c0659ce1dbe39822ce97b33adea6c9"
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},
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"samples": [
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{
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"displayName": "Custom Binding Composite",
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"description": "Shows how to implement a custom composite binding.",
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"path": "Samples~/CustomComposite"
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},
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{
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"displayName": "Custom Device",
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"description": "Shows how to implement a custom input device.",
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"path": "Samples~/CustomDevice"
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},
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{
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"displayName": "Custom Device Usages",
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"description": "Shows how to tag devices with custom usage strings that can be used, for example, to distinguish multiple instances of the same type of device (e.g. 'Gamepad') based on how the device is used (e.g. 'Player1' vs 'Player2' or 'LeftHand' vs 'RightHand').",
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"path": "Samples~/CustomDeviceUsages"
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},
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{
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"displayName": "Gamepad Mouse Cursor",
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"description": "An example that shows how to use the gamepad for driving a mouse cursor for use with UIs.",
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"path": "Samples~/GamepadMouseCursor"
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},
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{
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"displayName": "In-Game Hints",
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"description": "Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation.",
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"path": "Samples~/InGameHints"
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},
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{
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"displayName": "InputDeviceTester",
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"description": "A scene containing UI to visualize the controls on various supported input devices. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation.",
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"path": "Samples~/InputDeviceTester"
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},
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{
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"displayName": "Input Recorder",
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"description": "Shows how to capture and replay input events. Also useful by itself to debug input event sequences.",
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"path": "Samples~/InputRecorder"
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},
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{
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"displayName": "On-Screen Controls",
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"description": "Demonstrates a simple setup for an on-screen joystick.",
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"path": "Samples~/OnScreenControls"
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},
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{
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"displayName": "Rebinding UI",
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"description": "An example UI component that demonstrates how to create UI for rebinding actions. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation.",
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"path": "Samples~/RebindingUI"
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},
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{
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"displayName": "Simple Demo",
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"description": "A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation.",
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"path": "Samples~/SimpleDemo"
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},
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{
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"displayName": "Simple Multiplayer",
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"description": "Demonstrates how to set up a simple local multiplayer scenario. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation.",
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"path": "Samples~/SimpleMultiplayer"
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},
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{
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"displayName": "Touch Samples",
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"description": "A series of sample scenes for using touch input with the Input System package. This sample is not actually part of the package, but needs to be downloaded. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation.",
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"path": "Samples~/TouchSamples"
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},
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{
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"displayName": "UI vs. Game Input",
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"description": "An example that shows how to deal with ambiguities that may arise when overlaying interactive UI elements on top of a game scene. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation.",
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"path": "Samples~/UIvsGameInput"
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},
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{
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"displayName": "Unity Remote",
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"description": "An example with a simple scene for trying out the Unity Remote app. Requires the Universal Render Pipeline (URP) package to be installed for shader compilation.",
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"path": "Samples~/UnityRemote"
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},
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{
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"displayName": "Visualizers",
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"description": "Several example visualizations of input controls/devices and input actions.",
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"path": "Samples~/Visualizers"
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}
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],
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"_fingerprint": "7a4e1a2a81941121ffc0721a14009b46299dada1"
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}
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