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Rene Damm
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MERGE: develop => stable.
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.yamato/upm-ci.yml

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@@ -48,8 +48,10 @@ platforms:
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- npm install upm-ci-utils@stable -g --registry https://api.bintray.com/npm/unity/unity-npm
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- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
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- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u {{ editor.version }}
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- {% if platform.installscript %} {{ platform.installscript }} {{ editor.version }} {% endif %}
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- upm-ci~/tools/utr/utr --testproject $PWD --editor-location=.Editor --artifacts_path=upm-ci~/test-results/isolation-com.unity.inputsystem.tests --suite=playmode --api-profile=NET_4_6 --stdout-filter=minimal {% if platform.runtime %} --platform {{ platform.runtime }} {% endif %} {% if platform.scripting-backend %} --scripting-backend {{ platform.scripting-backend }} {% endif %}
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{% if platform.installscript %}
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- {{ platform.installscript }} {{ editor.version }}
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{% endif %}
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- upm-ci~/tools/utr/utr --testproject . --editor-location=.Editor --artifacts_path=upm-ci~/test-results/isolation-com.unity.inputsystem.tests --suite=playmode --api-profile=NET_4_6 --stdout-filter=minimal {% if platform.runtime %} --platform {{ platform.runtime }} {% endif %} {% if platform.scripting-backend %} --scripting-backend {{ platform.scripting-backend }} {% endif %}
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triggers:
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branches:
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only:

Assets/Samples/CustomComposite/CustomComposite.cs

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#if UNITY_EDITOR
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[InitializeOnLoad]
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#endif
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// We can customize the way display strings are formed for our composite by
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// annotating it with DisplayStringFormatAttribute. The string is simply a
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// list with elements to be replaced enclosed in curly braces. Everything
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// outside those will taken verbatim. The fragments inside the curly braces
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// in this case refer to the binding composite parts by name. Each such
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// instance is replaced with the display text for the corresponding
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// part binding.
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[DisplayStringFormat("{multiplier}*{stick}")]
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public class CustomComposite : InputBindingComposite<Vector2>
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{
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// In the editor, the static class constructor will be called on startup

Assets/Samples/InGameHints.meta

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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."
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}

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