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Rene Damm
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FIX: Device debugger window slowing editor to a crawl (#1122).
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Assets/Samples/EditorWindowDemo.meta

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Assets/Samples/EditorWindowDemo/.sample.json

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Assets/Samples/EditorWindowDemo/Editor.meta

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Assets/Samples/EditorWindowDemo/Editor/EditorWindowDemo.cs

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Assets/Samples/EditorWindowDemo/Editor/EditorWindowDemo.cs.meta

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Assets/Samples/EditorWindowDemo/README.md

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Assets/Samples/EditorWindowDemo/README.md.meta

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Packages/com.unity.inputsystem/CHANGELOG.md

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- Fixed compilation errors when disabling built-in Physics and Physics2D modules. ([case 1191392](https://issuetracker.unity3d.com/issues/inputsystem-trackeddeviceraycaster-has-hard-references-on-both-physics-and-physics2d)).
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- No longer throws `NotImplementedException` when matching against a field of `InputDeviceDescription.capabilities` when the value of the field used scientific notation.
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- No longer incorrectly matches fields of `InputDeviceDescription.capabilities` by prefix only (i.e. previously it would find the field "foo" when actually looking for "foobar").
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- Input device debugger window slowing editor to a crawl when opened on PS4 DualShock controller.
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- `InputUser.UnpairDevices()` corrupting user device list.
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#### Actions
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Packages/com.unity.inputsystem/Documentation~/KnownLimitations.md

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The following is a list of known limitations that the Input System currently has.
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## Actions
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* Actions cannot currently "pre-empt" each other's input. Meaning that it is currently not possible to "consume" input from one action to prevent it from triggering input on another action.
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- A common scenario is having, for example, a binding for "A" on one action and a binding for "SHIFT+A" on another action. Currently, pressing "SHIFT+A" will trigger both actions.
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## Compatibility with other Unity features
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* Input processing in the background is tied to `Application.runInBackground` (i.e. the "Run In Background" setting in "Player Preferences") which, however, Unity always forces to `true` in __development__ players. This means that in development players, input will always be processed, even if the app is in the background. Of course, this only pertains to platforms where the player can actually run in the background (iOS and Android are thus unaffected).

Packages/com.unity.inputsystem/InputSystem/Devices/Remote/RemoteInputPlayerConnection.cs

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{
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public static readonly Guid kNewDeviceMsg = new Guid("fcd9651ded40425995dfa6aeb78f1f1c");
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public static readonly Guid kNewLayoutMsg = new Guid("fccfec2b7369466d88502a9dd38505f4");
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public static readonly Guid kNewEventsMsg = new Guid("34d9b47f923142ff847c0d1f8b0554d9");
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public static readonly Guid kNewEventsMsg = new Guid("53546641df1347bc8aa315278a603586");
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public static readonly Guid kRemoveDeviceMsg = new Guid("e5e299b2d9e44255b8990bb71af8922d");
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public static readonly Guid kChangeUsagesMsg = new Guid("b9fe706dfc854d7ca109a5e38d7db730");
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public static readonly Guid kStartSendingMsg = new Guid("0d58e99045904672b3ef34b8797d23cb");

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