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CHANGE: Split Runtime and Editor code into separate folders to prepare for Module migration (#2321)
Co-authored-by: josepmariapujol-unity <59828124+josepmariapujol-unity@users.noreply.github.com> Co-authored-by: JosepMariaPujol <josep.pujol@unity3d.com> Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: u-pr[bot] <205906871+u-pr[bot]@users.noreply.github.com>
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.yamato/wrench/pvp-exemptions.json

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},
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"PVP-92-3": {
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"errors": [
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"InputSystem/Plugins/iOS/IOSGameController.cs: .Switch;",
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"InputSystem/Plugins/Switch/SwitchProController.cs: .Switch\n",
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"InputSystem/Plugins/Switch/SwitchProControllerHID.cs: .Switch.",
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"InputSystem/Plugins/Switch/SwitchProControllerHID.cs: .Switch\n",
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"InputSystem/Plugins/Switch/SwitchSupportHID.cs: .Switch\n",
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"Documentation~/Gamepad.md: .Switch."
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"Documentation~/Gamepad.md: .Switch.",
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"InputSystem/Runtime/Plugins/iOS/IOSGameController.cs: .Switch;",
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"InputSystem/Runtime/Plugins/Switch/SwitchProController.cs: .Switch\n",
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"InputSystem/Runtime/Plugins/Switch/SwitchProControllerHID.cs: .Switch.",
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"InputSystem/Runtime/Plugins/Switch/SwitchProControllerHID.cs: .Switch\n",
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"InputSystem/Runtime/Plugins/Switch/SwitchSupportHID.cs: .Switch\n"
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]
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},
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"PVP-124-2": {

Assets/QA/Tests/Touch/ISX_Touch.meta

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Assets/QA/Tests/XRDeviceActions/XRDeviceActions.asmdef

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{
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"name": "XRDeviceActions",
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"rootNamespace": "",
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"references": [
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],
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"includePlatforms": [],
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"excludePlatforms": [],

Assets/Samples/InGameHints/Unity.InputSystem.InGameHints.asmdef

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{
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"name": "Unity.InputSystem.InGameHints",
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"rootNamespace": "",
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"references": [
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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{
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"name": "Unity.InputSystem.Recorder",
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"rootNamespace": "",
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"references": [
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"GUID:75469ad4d38634e559750d17036d5f7c"
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"optionalUnityReferences": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": true,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": []
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"versionDefines": [],
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"noEngineReferences": false
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}
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{
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"name": "Unity.InputSystem.RebindingUI",
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"rootNamespace": "",
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"references": [
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"defineConstraints": [],
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"noEngineReferences": false
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}

Assets/Samples/SimpleDemo/SimpleDemo_UsingActionAsset.meta

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Assets/Samples/UIvsGameInput/Unity.InputSystem.UIvsGameInput.asmdef

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{
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"name": "UnityEngine.InputSystem.Samples.UIvsGameInput",
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"rootNamespace": "",
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"includePlatforms": [],
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{
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"name": "InputSystem.Samples.Visualizers",
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"rootNamespace": "",
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"optionalUnityReferences": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": true,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}

Assets/Tests/InputSystem/APIVerificationTests.cs

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using UnityEngine.InputSystem.LowLevel;
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using HtmlAgilityPack;
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using UnityEngine.InputSystem.DualShock;
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using UnityEngine.InputSystem.Editor;
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using UnityEngine;
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using UnityEngine.InputSystem.Editor;
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using UnityEngine.InputSystem.iOS.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.TestTools;
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[Test]
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[Category("API")]
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[TestCase("Keyboard", "Devices/Precompiled/FastKeyboard.cs")]
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[TestCase("Mouse", "Devices/Precompiled/FastMouse.cs")]
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[TestCase("Touchscreen", "Devices/Precompiled/FastTouchscreen.cs")]
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[TestCase("Keyboard", "FastKeyboard.cs")]
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[TestCase("Mouse", "FastMouse.cs")]
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[TestCase("Touchscreen", "FastTouchscreen.cs")]
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public void API_PrecompiledLayoutsAreUpToDate(string layoutName, string filePath)
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{
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var fullPath = "Packages/com.unity.inputsystem/InputSystem/" + filePath;
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var fullPath = "Packages/com.unity.inputsystem/InputSystem/Runtime/Devices/Precompiled/" + filePath;
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var existingCode = File.ReadAllText(fullPath);
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// May be a git checkout with CRLF auto-conversion on. Strip all '\r' characters.
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[Category("API")]
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public void API_DefaultInputActionsClassIsUpToDate()
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{
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const string assetFile = "Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/DefaultInputActions.inputactions";
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const string assetFile = "Packages/com.unity.inputsystem/InputSystem/Runtime/Plugins/PlayerInput/DefaultInputActions.inputactions";
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Assert.That(File.Exists(assetFile), Is.True);
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var actions = new DefaultInputActions();

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