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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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- Fixed an issue with `InputSystemUIInputModule` that would cause UI to stop responding during play mode after changing a script file while Recompile and Continue mode is active, or by forcing a script recompile using `RequestScriptCompilation`([case 1324215](https://issuetracker.unity3d.com/product/unity/issues/guid/1324215/)).
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- Fixed `InputSystemUIInputModule` inspector showing all action bindings as "None" when assigned a runtime created actions asset ([case 1304943](https://issuetracker.unity3d.com/issues/input-system-ui-input-module-loses-prefab-action-mapping-in-local-co-op)).
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- Fixed a problem with UI Toolkit buttons remaining active when multiple fingers are used on a touchscreen, using `InputSystemUIInputModule` with pointerBehavior set to `UIPointerBehavior.SingleUnifiedPointer`. UI Toolkit will now always receive the same pointerId when that option is in use, regardless of the hardware component that produced the pointer event. ([case 1369081](https://issuetracker.unity3d.com/issues/transitions-get-stuck-when-pointer-behavior-is-set-to-single-unified-pointer-and-multiple-touches-are-made)).
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- Fixed a problem with `InputUser` where devices would be removed and not added again after layout overrides preventing certain devices, e.g. gamepads to not work correctly when associated with action map bindings tied to `PlayerInput` ([case 1347320](https://issuetracker.unity3d.com/product/unity/issues/guid/1347320)).
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- Fixed DualSense on iOS not inheriting from `DualShockGamepad` ([case 1378308](https://issuetracker.unity3d.com/issues/input-dualsense-detection-ios)).
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- Fixed a device becoming `.current` (e.g. `Gamepad.current`, etc) when sending a new state event that contains no control changes (case 1377952).
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- Fixed calling `IsPressed` on an entire device returning `true` ([case 1374024](https://issuetracker.unity3d.com/issues/inputcontrol-dot-ispressed-always-returns-true-when-using-new-input-system)).
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