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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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@@ -14,6 +14,7 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed `InvalidCastException: Specified cast is not valid.` and `InvalidOperationException: Already have an event buffer set! Was OnUpdate() called recursively?` when upgrading from 1.1.0-pre.5 or earlier. If you experience this issue you can also restart the editor to resolve it.
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- Fixed `InputDeviceChange.Destroyed` not being available, now it's correctly marked as obsolete instead.
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- Removed documentation around platform user account management of `InputUser` which was ahead of actual backend support for the feature.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/UserManagement.md
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>__Note__: The user management API is quite low-level in nature. The stock functionality of [`PlayerInputManager`](Components.md#playerinputmanager-component) (see [Components](./Components.md)) provides an easier way to set up user management. The API described here is useful when you want more control over user management.
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In the Input System, each [`InputUser`](../api/UnityEngine.InputSystem.Users.InputUser.html) represents a human interacting with the application. For example, you can have multiple users playing a game together on a single computer or device (local multiplayer), where each user has one or more [paired Input Devices](#device-pairing). A user might be associated with a platform [user account](#user-account-management), if the platform and Devices support it.
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In the Input System, each [`InputUser`](../api/UnityEngine.InputSystem.Users.InputUser.html) represents a human interacting with the application. For example, you can have multiple users playing a game together on a single computer or device (local multiplayer), where each user has one or more [paired Input Devices](#device-pairing).
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The [`PlayerInputManager`](Components.md#playerinputmanager-component) class uses [`InputUser`](../api/UnityEngine.InputSystem.Users.InputUser.html) internally to handle users.
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To get notifications about these changes, subscribe to the [`InputUser.onChange`](../api/UnityEngine.InputSystem.Users.InputUser.html#UnityEngine_InputSystem_Users_InputUser_onChange) event.
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## User account management
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The Input System can associate a user with a platform-specific user account, if both the platform and the Devices support this. Consoles commonly support this functionality. Platforms that support user account association are Xbox One, PlayStation 4, Nintendo Switch, and UWP.
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Use the [`platformUserAccountHandle`](../api/UnityEngine.InputSystem.Users.InputUser.html#UnityEngine_InputSystem_Users_InputUser_platformUserAccountHandle) property to query the associated user account for an [`InputUser`](../api/UnityEngine.InputSystem.Users.InputUser.html). This property gets determined when the user is first [paired to a Device](#device-pairing), and the Device has any platform user information the Input System can query.
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The account associated with an InputUser might change if the player uses the platform's facilities to switch to a different account ([`InputUser.onChange`](../api/UnityEngine.InputSystem.Users.InputUser.html#UnityEngine_InputSystem_Users_InputUser_onChange) receives an `InputUserChange.AccountChanged` notification).
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Note that for WSA/UWP apps, the *User Account Information* capability must be enabled for the app in order for user information to come through on input devices.
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## Debugging
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Check the debugger documentation to learn [how to debug active users](Debugging.md#debugging-users-and-playerinput).
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