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Rene Damm
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RELEASE: 1.1.0 (Unity-Technologies#1398).
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Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -8,7 +8,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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Due to package verification, the latest version below is the unpublished version and the date is meaningless.
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however, it has to be formatted properly to pass verification tests.
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## [Unreleased]
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## [1.1.0] - 2021-08-27
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### Changed
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Packages/com.unity.inputsystem/Documentation~/ActionBindings.md

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@@ -601,7 +601,8 @@ You can also use this method to replace the text string with images.
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// Call GetBindingDisplayString() such that it also returns information about the
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// name of the device layout and path of the control on the device. This information
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// is useful for reliably associating imagery with individual controls.
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var bindingString = action.GetBindingDisplayString(out deviceLayout, out controlPath);
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// NOTE: The first argument is the index of the binding within InputAction.bindings.
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var bindingString = action.GetBindingDisplayString(0, out deviceLayout, out controlPath);
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// If it's a gamepad, look up an icon for the control.
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Sprite icon = null;

Packages/com.unity.inputsystem/InputSystem/Plugins/UI/InputSystemUIInputModule.cs

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/// <remarks>
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/// This instantiates <see cref="DefaultInputActions"/> and assigns it to <see cref="actionsAsset"/>. It also
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/// assigns all the various individual actions such as <see cref="point"/> and <see cref="leftClick"/>.
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///
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/// Note that if an <c>InputSystemUIInputModule</c> component is programmatically added to a <c>GameObject</c>,
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/// it will automatically receive the default actions as part of its <c>OnEnable</c> method. Use <see cref="UnassignActions"/>
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/// to remove these assignments.
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///
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/// <example>
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/// <code>
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/// var go = new GameObject();
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/// go.AddComponent&lt;EventSystem&gt;();
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///
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/// // Adding the UI module like this will implicitly enable it and thus lead to
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/// // automatic assignment of the default input actions.
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/// var uiModule = go.AddComponent&lt;InputSystemUIInputModule&gt;();
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///
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/// // Manually remove the default input actions.
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/// uiModule.UnassignActions();
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="actionsAsset"/>
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/// <seealso cref="DefaultInputActions"/>
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public void AssignDefaultActions()
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{
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var defaultActions = new DefaultInputActions();
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}
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/// <summary>
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/// Remove all action assignment
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/// Remove all action assignments, that is <see cref="actionsAsset"/> as well as all individual
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/// actions such as <see cref="leftClick"/>.
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/// </summary>
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/// <remarks>
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/// This clears <see cref="actionsAsset"/> and the various individual action references such as <see cref="point"/> and <see cref="leftClick"/>.
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/// If the current actions were enabled by the UI input module, they will be disabled in the process.
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/// </remarks>
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/// <seealso cref="AssignDefaultActions"/>
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public void UnassignActions()
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{
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actionsAsset = default;

Packages/com.unity.inputsystem/ValidationExceptions.json

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{
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"ValidationTest": "API Validation",
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"ExceptionMessage": "Breaking changes require a new major version.",
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"PackageVersion": "1.1.0-pre.6"
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"PackageVersion": "1.1.0"
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}
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],
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"WarningExceptions": []

Packages/com.unity.inputsystem/package.json

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{
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"name": "com.unity.inputsystem",
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"displayName": "Input System",
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"version": "1.1.0-pre.6",
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"version": "1.1.0",
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"unity": "2019.4",
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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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