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Packages/com.unity.inputsystem/Documentation~/create-custom-composite-binding.md

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# Create custom composite bindings
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You can define new types of Composites, and register them with the API. Unity treats these the same as predefined types, which the Input System internally defines and registers in the same way.
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Packages/com.unity.inputsystem/Documentation~/interactive-rebinding.md

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## Interactive rebinding
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>__Note:__ To download a sample project which demonstrates how to set up a rebinding user interface with Input System APIs, open the Package Manager, select the Input System Package, and choose the sample project "Rebinding UI" to download.

Packages/com.unity.inputsystem/Documentation~/multiplayer-event-system-component-input.md

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## Multiplayer Event System component reference
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Use the Multiplayer Event System component to configure input for a specific user in a multiplayer application.
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|**Send Navigation Events**| Define whether the Event System should send navigation events such as move, submit, and cancel. |
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|**Drag Threshold**| Define the soft area for dragging in pixels. |
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|**Player Root**| Define which part of the hierarchy belongs to the current user. |
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|**Add Default Input Modules**| Add the default Input System components to the same GameObject as this Multiplayer Event System component.|
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|**Add Default Input Modules**| Add the default Input System components to the same GameObject as this Multiplayer Event System component.|

Packages/com.unity.inputsystem/Documentation~/timing-input-events-queue.md

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# The input events queue
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The Input System receives information from hardware input devices as a stream of events. These events represent either system events received from the input device, or snapshots in time based on frequent samples from the device.

Packages/com.unity.inputsystem/Documentation~/timing-missed-duplicate-events.md

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# Avoid missed or duplicate discrete events
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Discrete events are simple on/off events that occur when a user presses or releases a control such as a gamepad button, key, mouse, or touch press. This is in contrast to continuously changing values like those from gamepad stick movement. You can poll for these types of discrete event by using [`WasPressedThisFrame`](xref:UnityEngine.InputSystem.InputAction) or [`WasReleasedThisFrame`](xref:UnityEngine.InputSystem.InputAction). However, you can get incorrect results such as missing an event or appearing to receive multiple, if you check for them at the wrong time.

Packages/com.unity.inputsystem/Documentation~/timing-mixed-scenarios.md

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# Mixed timing scenarios with fixed and dynamic input
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There are some situations where you might set the Update Mode **process in Dynamic Update** even when using input code in `FixedUpdate`, to minimize input latency, as described in the [previous section](./timing-optimize-fixed-update.md).

Packages/com.unity.inputsystem/Documentation~/timing-optimize-dynamic-update.md

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# Optimize for dynamic update (non-physics) scenarios
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If you're not working with the physics system or using `FixedUpdate`, always set the input system to process input in sync with the frame rate and `Update()` calls. This is the default setting, but to check or set this, go to **Project Settings** \> **Input System Package** \> **Input Settings**, and set **Update Mode** to **Process Events in Dynamic Update**.

Packages/com.unity.inputsystem/Documentation~/timing-optimize-fixed-update.md

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# Optimize for fixed-timestep or physics-based scenarios
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If you are working with the physics system or using `FixedUpdate` to control your game in a scenario where a small amount of input latency is acceptable (for example, a few frames), the simplest approach is to set the [input system update mode](./timing-select-mode.md) to **Process Events in Fixed Update**. This means your input code in `FixedUpdate` will operate as expected.

Packages/com.unity.inputsystem/Documentation~/timing-select-mode.md

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# Select an appropriate input processing mode
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The Input System **Update Mode** controls when the input system processes queued input events.

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