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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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* This caused a regression with some setups that, for example, bound the same control multiple times in a composite using processors to alter the value of the control.
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* Internally, a control is now again allowed to feed into the same action through more than one binding.
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* However, externally the control will be mentioned on the action's `InputAction.controls` list only once.
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- Adding `InputSystemUIInputModule` from code now installs `DefaultInputActions`. This is equivalent to the default setup when adding the component in the editor ([case 1259306](https://issuetracker.unity3d.com/issues/input-system-ugui-button-does-not-react-when-clicked)).
// uiModule.actionsAsset now has a DefaultInputActions() asset assigned to it and the various
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// action references point to its actions.
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```
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*`InputSystemUIInputModule.UnassignActions` has been added to remove all actions from the module en bloc.
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```CSharp
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uiModule.UnassignActions();
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```
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### Fixed
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- Fixed an issue where mixing test cases based on `InputTestFixture` (using mocked `InputSystem`) and regular test cases (using real `InputSystem`) would lead to static state leaking between test cases causing random failures and unexpected/undefined behavior ([case 1329015](https://issuetracker.unity3d.com/product/unity/issues/guid/1329015)).
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- Fixed `InputSystemUIInputModule.AssignDefaultActions` not assigning `trackedDeviceOrientation` and `trackedDevicePosition`.
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- Fixed regression introduced by [previous change](#ui_multiple_scenes_fix) where `InputSystemUIInputModule` would not disable actions correctly.
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- Fixed `InputAction.canceled` not getting triggered reliably for `InputActionType.PassThrough` actions when `InputSystem.ResetDevice` was called.
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- Fixed device resets (e.g. happening as part of focus changes) leading to only some actions bound to these devices getting cancelled instead of all of them.
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## [1.1.0-pre.6] - 2021-08-23
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-Fixedno `OnPointerExit` received when changing UI state without moving pointer ([case 1232705](https://issuetracker.unity3d.com/issues/input-system-onpointerexit-is-not-triggered-when-a-ui-element-interrupts-a-mouse-hover)).
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-Fixedreferenceto `.inputactions` of `PlayerPrefab` referencedby `PlayerInputManager` beingdestroyedongoingintoplaymode, iftheplayerprefabwasanestedprefab ([case 1319756](https://issuetracker.unity3d.com/issues/playerinput-component-loses-its-reference-to-an-inputactionasset)).
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