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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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@@ -28,8 +28,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed an issue where `UIToolkit``ClickEvent` could be fired on Android after device rotation due to inactive touch state being replayed during action initial state checks [UUM-100125](https://jira.unity3d.com/browse/UUM-100125).
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- Fixed InputSystem.onAnyButtonPress fails to trigger when the device receives a touch [UUM-137930](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-137930).
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- Fixed an incorrect ArraysHelper.HaveDuplicateReferences implementation that didn't use its arguments right [ISXB-1792] (https://github.com/Unity-Technologies/InputSystem/pull/2376)
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- Fixed `InputAction.IsPressed`, `WasPressedThisFrame`, and `WasReleasedThisFrame` using a `ButtonControl`'s `pressPoint` when a binding also had an explicit `PressInteraction` with its own `pressPoint`, which could make those APIs disagree with the interaction's press and release behavior. Action-level press APIs now follow the interaction threshold when both are set explicitly.
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### Changed
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- Action-level `IsPressed`, `WasPressedThisFrame`, and `WasReleasedThisFrame` for bindings to `Vector2Control` / `StickControl` no longer consult a per-control `pressPoint` on the vector (that field was removed). Use a `Press` interaction to set a custom threshold, or rely on `defaultButtonPressPoint`.
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- Removed 32-bit compilation check for HID on Windows players, which had no impact anymore. (ISX-2543)
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- Migrated sample scenes to use Universal Render Pipeline (URP) with Built-in Render Pipeline fallback shaders. The URP package is now required to run the samples. (ISX-2343)
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- Changed the UI for `Actions.inputactions` asset to use UI Toolkit framework.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/Interactions.md
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@@ -172,6 +172,8 @@ If you haven't specifically added an Interaction to a Binding or its Action, the
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You can use a [`PressInteraction`](xref:UnityEngine.InputSystem.Interactions.PressInteraction) to explicitly force button-like interactions. Use the [`behavior`](xref:UnityEngine.InputSystem.Interactions.PressInteraction.behavior) parameter to select if the Interaction should trigger on button press, release, or both.
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If you stack several `Press` interactions on the same binding, each still runs with its own parameters. Separately, [`IsPressed`](xref:UnityEngine.InputSystem.InputAction.IsPressed), [`WasPressedThisFrame`](xref:UnityEngine.InputSystem.InputAction.WasPressedThisFrame), and [`WasReleasedThisFrame`](xref:UnityEngine.InputSystem.InputAction.WasReleasedThisFrame) pick a single actuation threshold by scanning interactions in list order and using the `pressPoint` from the first `Press` interaction whose `pressPoint` is greater than zero.
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