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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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## [1.0.0-preview.1] - 2999-9-20
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### Changed
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- Generated action wrappers now won't `Destroy` the generated Asset in a finalizer, but instead implement `IDisposable`.
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- Added back XR layouts (except for Magic Leap) that were removed for `1.0-preview`.
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* We removed these layouts under the assumption that they would almost concurrently become available in the respective device-specific XR packages. However, this did not work out as expected and the gap here turned out to be more than what we anticipated.
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* To deal with this gap, we have moved the bulk of the XR layouts back and will transition things gradually as support in device-specific packages becomes publicly available.
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### Fixed
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- Fixed a bug where the Input Settings Window might throw exceptions after assembly reload.
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- Correctly implemented `IsPointerOverGameObject` method for `InputSystemUIInputModule`.
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- Several bugs with layout overrides registered with (`InputSystem.RegisterLayoutOverrides`).
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* In `1.0-preview`, layout overrides could lead to corruption of the layout state and would also not be handled correctly by the various editor UIs.
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- Selecting a layout in the input debugger no longer selects its first child item, too.
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- Fixed XR devices reporting noise as valid user input (should fix problem of control schemes involving VR devices always activating when using `PlayerInput`).
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- Fixed tap/swipe gesture detection in touch samples.
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### Actions
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- Fixed `Invoke CSharp Events` when selected in `PlayerInput` not triggering `PlayerInput.onActionTriggered`.
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- Fixed duplicating multiple items at the same time in the action editor duplicating them repeatedly.
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### Changed
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- Generated action wrappers now won't `Destroy` the generated Asset in a finalizer, but instead implement `IDisposable`.
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### Added
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- Will now recognize Xbox One and PS4 controllers connected to iOS devices correctly as Xbox One and PS4 controllers.
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- Added a new sample called "Custom Device Usages" that shows how to use a layout override on `Gamepad` to allow distinguishing two gamepads in bindings based on which player the gamepad is assigned to.
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- Added abstract `TrackedDevice` input device class as the basis for various kinds of tracked devices.
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