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2253 finished!!
Except... it fixed a lot of the capitalisation issues. I still need to do that.
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Packages/com.unity.inputsystem/Documentation~/about-action-control-types.md

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Each action has an **action type** and a **control type**. These settings are displayed in the [Action Properties panel](./action-properties-panel-reference.md) when you select an action in the [Actions Editor window](./actions-editor.md).
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![The Action Properties panel in the Actions Editor Window](Images/ActionProperties.png)
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![The Action Properties panel of the Input Actions Editor displays the Action, Interactions, and Processors groups expanded.](Images/ActionProperties.png)
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When you configure an action, you can select an action type and control type that best represents what your action is for, and how you want it to be activated by the [controls](./controls.md) it is [bound](./bindings.md) to.
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Packages/com.unity.inputsystem/Documentation~/control-schemes.md

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Input Action Assets can have multiple [Control Schemes](control-schemes.md), which let you enable or disable different sets of Bindings for your Actions for different types of Devices.
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![Control Scheme Properties](Images/ControlSchemeProperties.png)
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![Gamepad appears as the Scheme Name value on the Add Control Scheme window.](Images/ControlSchemeProperties.png)
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To see the Control Schemes in the Input Action Asset editor window, open the Control Scheme drop-down list in the top left of the window. This menu lets you add or remove Control Schemes to your Actions Asset. If the Actions Asset contains any Control Schemes, you can select a Control Scheme, and then the window only shows bindings that are associated with that Scheme. If you select a binding, you can now pick the Control Schemes for which this binding should be active in the __Properties__ view to the left of the window.
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Packages/com.unity.inputsystem/Documentation~/edit-composite-bindings.md

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By duplicating bindings and then editing the new duplicates, you can bind multiple contrls to the same composite part. For example, to create a single 2D composite which receives input from the WSAD keys and the arrow keys on a keyboard.
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![Duplicated Part Bindings](./Images/DuplicatedPartBindings.png)<br/>
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![The Keyboard setting under Move on the Actions panel displays duplicated part bindings.](./Images/DuplicatedPartBindings.png)<br/>
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*A composite 2D vector binding with duplicated parts, allowing multiple keyboard keys to activate the same part of the composite.*

Packages/com.unity.inputsystem/Documentation~/select-control-binding.md

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2. Select the control you want from the list.
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![Control Picker](Images/InputControlPicker.png)
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![The Binding Properties panel displays the control picker window available from the Path dropdown menu.](Images/InputControlPicker.png)
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Unity filters this list by the Action's [`Control Type`](control-types-reference.md) property. For example, if the Control type is `Vector2`, you can only select a Control that generates two-dimensional values, like a stick.
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