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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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@@ -41,6 +41,8 @@ however, it has to be formatted properly to pass verification tests.
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* This fix relies on a `CanvasGroup` being injected into each `playerRoot` and the `interactable` property of the group being toggled back and forth depending on which part of the UI is being updated.
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- Fixed `InputTestFixture` incorrectly running input updates out of sync with the player loop ([case 1341740](https://issuetracker.unity3d.com/issues/buttoncontrol-dot-waspressedthisframe-is-false-when-using-inputtestfixture-dot-press)).
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* This had effects such as `InputAction.WasPressedThisFrame()` returning false expectedly.
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- Fixed broken code example for state structs in `Devices.md` documentation (fix contributed by [jeffreylanters](https://github.com/jeffreylanters)).
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- Fixed `TrackedDeviceRaycaster` not picking closest hit in scene (fix originally contributed by [alexboost222](https://github.com/alexboost222)).
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#### Actions
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@@ -58,6 +60,7 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed control schemes of bindings not getting updates when being pasted from one `.inputactions` asset into another ([case 1276106](https://issuetracker.unity3d.com/issues/input-system-control-schemes-are-not-resolved-when-copying-bindings-between-inputactionassets)).
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* For example, if you copied a binding from an asset that had a "Gamepad" control scheme into an asset that had none, the resulting binding would be unusable.
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* All associations with control schemes that do not exist in the target asset are now removed from bindings upon pasting.
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- Fixed `InputActionSetupExtensions.AddCompositeBinding` not setting name of composite.
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