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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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@@ -42,6 +42,9 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed `InputAction.IsPressed`/`WasPressed`/`WasReleased` returning incorrect results when binding multiple buttons on the same action and pressing/releasing them simultaneously.
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- Fixed interactions involving timeouts (such as `HoldInteraction`) performing erroneous delayed triggers on actions when input is composed of multiple controls ([1251231](https://issuetracker.unity3d.com/issues/input-system-composites-hold-interaction-can-be-performed-when-no-keys-are-hold)).
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* For example, if you bind `Shift+B` using a `OneModifierComposite` and put a `HoldInteraction` on the binding, then depending on the order in which the keys are pressed, you would sometimes see the action spuriously getting triggered when in fact no input was received.
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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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