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Packages/com.unity.inputsystem/Documentation~/KnownLimitations.md

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## Features Supported by Old Input Manager
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* `MonoBehaviour` mouse methods (`OnMouseEnter`, `OnMouseDrag`, etc) will not be called by the Input System.
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* Unity Remote doesn't currently support the Input System. This is being worked on.

Packages/com.unity.inputsystem/Documentation~/Processors.md

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| [**Introduction to processors**](introduction-to-processors.md) | Learn what processors can do to alter input values, and how they interact with bindings, actions, and controls. |
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| [**Built-in processors**](built-in-processors.md) | Explore the processors that come built into the Input System. |
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| [**Write custom processors**](write-custom-processors.md) | Create and register your own processors for use with bindings, actions, and controls. |
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| [**Add processors to bindings and actions**](add-processors-bindings-actions.md) | Add processors to individual bindings, or to all bindings on an action, via the Editor or via code. |
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| [**Add processors to bindings and actions**](add-processors-bindings-actions.md) | Add processors to individual bindings, or to all bindings on an action, with the Editor or with code. |
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| [**Add processors to controls**](add-processors-controls.md) | Add processors to specific control inputs, including custom controls. |
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## Additional resources

Packages/com.unity.inputsystem/Documentation~/TableOfContents.md

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* [Using the Actions Workflow](using-actions-workflow.md)
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* [Using the PlayerInput Workflow](using-playerinput-workflow.md)
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* [Using the Direct Workflow](using-direct-workflow.md)
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* [Video resources](videos.md)
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* [Setting up input](setting-up-input.md)
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* [Actions](actions.md)
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* [Input action assets](action-assets.md)

Packages/com.unity.inputsystem/Documentation~/binding-conflicts.md

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> [!NOTE]
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> The mechanism described here only applies to Actions that are part of the same [action map](./input-actions-editor-window-reference.md#action-maps-panel-reference) or [action assets](./action-assets.md).
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> [!NOTE]
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> To use automatic composite complexity as described below, in **Project Settings** > **Input System Package**, enable __Complexity-Based Shortcut Resolution__ ([`InputSettings.shortcutKeysConsumeInput`](xref:UnityEngine.InputSystem.InputSettings.shortcutKeysConsumeInput)) and leave __Action Priority Shortcut Resolution__ ([`InputSettings.shortcutKeysUseActionPriority`](xref:UnityEngine.InputSystem.InputSettings.shortcutKeysUseActionPriority)) disabled. If __Action Priority Shortcut Resolution__ is enabled, overlaps are resolved using each action's [`InputAction.Priority`](xref:UnityEngine.InputSystem.InputAction.Priority) instead. Refer to [Input settings](xref:input-system-settings#improved-shortcut-support) for details.
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Inputs used in combinations with other inputs can also lead to ambiguities. If, for example, the **B** key on the Keyboard is bound both on its own as well as in combination with the **Shift** key, then if you first press **Shift** and then **B**, the latter key press would be a valid input for either of the Actions.
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The way the Input System handles this, is that bindings are processed in the order of decreasing complexity. This metric is derived automatically from the binding:

Packages/com.unity.inputsystem/Documentation~/corresponding-old-new-api.md

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## Mouse
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`MonoBehaviour.OnMouse` events, such as [MonoBehaviour.OnMouseDown](https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnMouseDown.html), are supported in Unity 6.4 and later.
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|Input Manager (Old)|Input System (New)|
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|--|--|
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[`Input.GetMouseButton`](https://docs.unity3d.com/ScriptReference/Input.GetMouseButton.html)<br/>Example: `Input.GetMouseButton(0)`|Use [`isPressed`](xref:UnityEngine.InputSystem.Controls.ButtonControl) on the corresponding mouse button.<br/>Example: `InputSystem.Mouse.current.leftButton.isPressed`

Packages/com.unity.inputsystem/Documentation~/display-bindings.md

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}
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```
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Additionally, each Binding has a [`ToDisplayString`](xref:UnityEngine.InputSystem.InputBinding) method, which you can use to turn individual Bindings into display strings. There is also a generic formatting method for Control paths, [`InputControlPath.ToHumanReadableString`](xref:UnityEngine.InputSystem.InputControlPath), which you can use with arbitrary Control path strings.
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Additionally, each binding has a [`ToDisplayString`](xref:UnityEngine.InputSystem.InputBinding) method, which you can use to turn individual bindings into display strings. There is also a generic formatting method for Control paths, [`InputControlPath.ToHumanReadableString`](xref:UnityEngine.InputSystem.InputControlPath), which you can use with arbitrary Control path strings.
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Note that the Controls a Binding resolves to can change at any time, and the display strings for controls might change dynamically. For example, if the user switches the currently active keyboard layout, the display string for each individual key on the [`Keyboard`](xref:UnityEngine.InputSystem.Keyboard) might change.
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Note that the Controls a binding resolves to can change at any time, and the display strings for controls might change dynamically. For example, if the user switches the currently active keyboard layout, the display string for each individual key on the [`Keyboard`](xref:UnityEngine.InputSystem.Keyboard) might change.

Packages/com.unity.inputsystem/Documentation~/enable-actions.md

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While enabled, the action actively monitors the [control(s)](controls.md) it is bound to. If a bound control changes state, the action processes the change. If the control's change represents an [interaction](Interactions.md) change, the action creates a response. All of this happens during the Input System update logic. Depending on the [update mode](update-mode.md) selected in the input settings, this happens once every frame, once every fixed update, or manually if the update mode setting is set to manual.
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## Overlapping bindings and action priority
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When several enabled actions share the same physical control (for example a plain **B** key action and a **Shift**+**B** composite), the Input System can resolve which action should respond first using either complexity-based or priority-based resolution. Both modes are configured in **Project Settings** > **Input System Package** under [Improved Shortcut Support](xref:input-system-settings#improved-shortcut-support).
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Each action has a [`Priority`](xref:UnityEngine.InputSystem.InputAction.Priority) property. The range is from `0` to `65535`, and is clamped when set. A higher value means a higher priority, notified first.
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The `Priority` value applies to all bindings on that action. Serialized priority is always stored on the asset; at runtime it's used only when **Action Priority Shortcut Resolution** is enabled. In that case, the **Priority** field is also shown in the [Input Actions Editor](xref:input-system-configuring-input).
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When action priority resolution is active:
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- Higher priority actions are notified before lower-priority actions on the same control.
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- When an action reaches the Performed phase, priority `0` doesn't mark the input event as handled, so lower-priority actions in the same overlap group can still respond on that event.
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- Any priority greater than zero can mark the event as handled and suppress strictly lower-priority actions in the same group for that event.
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- Actions with the same priority are not suppressed relative to each other; both can perform in the same update if their bindings fire.
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To set priority in code, use `.Priority`:
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```CSharp
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fireAction.Priority = 10;
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reloadAction.Priority = 5;
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```
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You can also edit the **Priority** field on an action in the Input Actions Editor when **Action Priority Shortcut Resolution** is enabled.
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For information about composite shortcuts and complexity ordering, refer to [Multiple input sequences (such as keyboard shortcuts)](xref:input-system-action-bindings#multiple-input-sequences-such-as-keyboard-shortcuts).

Packages/com.unity.inputsystem/Documentation~/gamepad-haptics.md

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```
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Only the following platforms support rumble:
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Only the following combinations of devices/OSes currently support rumble:
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* PlayStation, Xbox, and Switch controllers on their respective consoles.
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* PlayStation controllers on macOS, Windows or Universal Windows Platform.
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* PS4, Xbox, and Nintendo Switch controllers, when connected to their respective consoles. Only supported if you install console-specific input packages in your Project.
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* PS4 controllers, when connected to Mac or Windows/UWP computers.
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* Xbox controllers on Windows.
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* Gamepads on Android. Rumble support varies with Android OS version and requires Unity 6000.6 or later.
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* Rumble automatically stops about 10 seconds after the last. [`SetMotorSpeeds`](xref:UnityEngine.InputSystem.Haptics.IDualMotorRumble) call unless you explicitly stop it.
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* Android 12 or later:
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* Supports most Bluetooth-connected gamepads with rumble support including PS4, PS5, and Xbox controllers.
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* If the gamepad is connected with a USB cable, rumble support might vary.
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* If the gamepad supports more than one motor, you can control the speed of each motor individually.
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* Android 11 or earlier:
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* Rumble support is limited.
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* Only one motor is supported. If the gamepad has more than one motor, the higher value of the left and right motor speed applies to both.
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* On some devices, motor speed control is limited. You can only set the left and right motor speed to either `1.0` (maximum speed) or `0.0` (turned off).
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## Pausing, resuming, and stopping haptics
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Packages/com.unity.inputsystem/Documentation~/polling-actions.md

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// teleport occurs on the first frame that the action is pressed, and not again until the button is released
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if (submit.WasReleasedThisFrame())
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if (submitAction.WasReleasedThisFrame())
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{
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// submit occurs on the frame that the action is released, a common technique for buttons relating to UI controls.
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}
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{
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"hideGlobalNamespace": true
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"hideGlobalNamespace": true,
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"xref": [
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"com.unity.xr.openxr",
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"com.unity.xr.interaction.toolkit"
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]
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}

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