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

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[`Input.simulateMouseWithTouches`](https://docs.unity3d.com/ScriptReference/Input-multiTouchEnabled.html)|No corresponding API yet.
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[`Input.stylusTouchSupported`](https://docs.unity3d.com/ScriptReference/Input-stylusTouchSupported.html)|No corresponding API yet.
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[`Input.touchCount`](https://docs.unity3d.com/ScriptReference/Input-touchCount.html)|[`EnhancedTouch.Touch.activeTouches.Count`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch)<br/> **Note:** Enable enhanced touch support first by calling [`EnhancedTouchSupport.Enable()`](xref:UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport)
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[`Input.touches`](https://docs.unity3d.com/ScriptReference/Input-touches.html)|[`EnhancedTouch.Touch.activeTouches`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch)<br/> **Note:** Enable enhanced touch support first by calling [`EnhancedTouch.Enable()`](xref:UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport)
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[`Input.touches`](https://docs.unity3d.com/scriptreference/input-touches.html)|[`EnhancedTouch.Touch.activeTouches`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch)<br/> **Note:** Enable enhanced touch support first by calling [`EnhancedTouch.Enable()`](xref:UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport)
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[`Input.touchPressureSupported`](https://docs.unity3d.com/ScriptReference/Input-touchPressureSupported.html)|No corresponding API yet.
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[`Input.touchSupported`](https://docs.unity3d.com/ScriptReference/Input-touchSupported.html)|[`Touchscreen.current != null`](xref:UnityEngine.InputSystem.Touchscreen)
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[`Input.backButtonLeavesApp`](https://docs.unity3d.com/ScriptReference/Input-backButtonLeavesApp.html)|No corresponding API yet.

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

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### The legacy default Actions Asset
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> [!NOTE]
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> The default actions asset is entirely separate from the [default project-wide actions](xref:project-wide-actions). It is a legacy asset that is included in the package for backwards compatibility.
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> The default actions asset is entirely separate from the [default project-wide actions](about-project-wide-actions.md). It is a legacy asset that is included in the package for backwards compatibility.
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The Input System package provides an asset called `DefaultInputActions.inputactions` which you can reference directly in your projects like any other Unity asset. The asset is also available in code form through the [`DefaultInputActions`](xref:UnityEngine.InputSystem.DefaultInputActions) class.
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Packages/com.unity.inputsystem/Documentation~/pointers-introduction.md

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The coordinates of pointers depend on whether you're working in a player or in the Unity Editor:
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* In player code, the coordinates are in the coordinate space of the Player window.
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* In Editor code, the coordinates are in the coordinate space of the current [`EditorWindow`](xref:UnityEditor.EditorWindow). For example, if you query [`Pointer.current.position`](xref:UnityEngine.InputSystem.Pointer.position) in [`UnityEditor.EditorWindow.OnGUI`](xref:EditorWindow.OnGUI), the returned 2D vector is in the coordinate space of your local GUI (same as [`UnityEngine.Event.mousePosition`](xref:UnityEngine.Event-mousePositio)).
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* In Editor code, the coordinates are in the coordinate space of the current [`EditorWindow`](xref:UnityEditor.EditorWindow). For example, if you query [`Pointer.current.position`](xref:UnityEngine.InputSystem.Pointer.position) in [`UnityEditor.EditorWindow.OnGUI`](xref:EditorWindow.OnGUI), the returned 2D vector is in the coordinate space of your local GUI (same as [`UnityEngine.Event.mousePosition`](xref:UnityEngine.Event-mousePosition)).

Packages/com.unity.inputsystem/Documentation~/query-sensors.md

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```
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Unlike other devices, sensors are disabled by default. To enable a sensor, call [`InputSystem.EnableDevice`](xref:UnityEngine.InputSystem.InputSystem.EnableDevice).
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Unlike other devices, sensors are disabled by default. To enable a sensor, call [`InputSystem.EnableDevice`](xref:UnityEngine.InputSystem.InputSystem.html#UnityEngine_InputSystem_InputSystem_EnableDevice_UnityEngine_InputSystem_InputDevice).
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```c#
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InputSystem.EnableDevice(Gyroscope.current);
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```
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To disable a sensor, call [`InputSystem.DisableDevice`](xref:UnityEngine.InputSystem.InputSystem.DisableDevice).
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To disable a sensor, call [`InputSystem.DisableDevice`](xref:UnityEngine.InputSystem.InputSystem.html#UnityEngine_InputSystem_InputSystem_DisableDevice_UnityEngine_InputSystem_InputDevice_System_Boolean).
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```c#
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Packages/com.unity.inputsystem/Documentation~/supported-sensors-reference.md

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| [`PressureSensor`](xref:UnityEngine.InputSystem.PressureSensor) | Represents the atmospheric pressure measured by the device. | Yes | No | No |
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| [`ProximitySensor`](xref:UnityEngine.InputSystem.ProximitySensor) | Measures how close the device is to the user. | Yes | No | No |
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| [`HumiditySensor`](xref:UnityEngine.InputSystem.HumiditySensor) | Represents the ambient air humidity. | Yes | No | No |
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| [`AmbientTemperatureSensor`](xref:InputSystem.AmbientTemperatureSensor) | Represents the ambient air temperature. | Yes | No | No |
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| [`AmbientTemperatureSensor`](xref:UnityEngine.InputSystem.AmbientTemperatureSensor) | Represents the ambient air temperature. | Yes | No | No |
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| [`StepCounter`](xref:UnityEngine.InputSystem.StepCounter) | Represents the user's footstep count. | Yes | Yes | No |
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| [`HingeAngle`](xref:UnityEngine.InputSystem.HingeAngle) | Represents the hinge angle of foldable devices. | Yes | No | No |

Packages/com.unity.inputsystem/Documentation~/touch-introduction.md

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The [`EnhancedTouch.Touch`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch) API provides access to touch information along two dimensions:
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* **By finger**: Each finger is defined as the Nth contact source on a [`Touchscreen`](xref:UnityEngine.InputSystem.Touchscreen). Use [`Touch.activeFingers`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch.activeFingers) to get an array of all currently active fingers.
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* **By touch**: Each touch is a single finger contact with at least a beginning point ([`PointerPhase.Began`](xref:UnityEngine.InputSystem.TouchPhase.Began)) and an endpoint ([`PointerPhase.Ended`](xref:UnityEngine.InputSystem.TouchPhase.Ended) or [`PointerPhase.Cancelled`](xref:UnityEngine.InputSystem.TouchPhase.Cancelled)). Between those two points, an arbitrary number of [`PointerPhase.Moved`](xref:UnityEngine.InputSystem.TouchPhase.Moved) or [`PointerPhase.Stationary`](xref:UnityEngine.InputSystem.TouchPhase.Stationary) records exist. All records in a touch have the same [`touchId`](xref:UnityEngine.InputSystem.Controls.TouchControl.touchId). You can use [`Touch.activeTouches`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches) to get an array of all currently active touches. This lets you track how a specific touch moves over the screen, which is useful if you want to implement recognition of specific gestures.
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* **By touch**: Each touch is a single finger contact with at least a beginning point ([`PointerPhase.Began`](xref:UnityEngine.InputSystem.TouchPhase.Began)) and an endpoint ([`PointerPhase.Ended`](xref:UnityEngine.InputSystem.TouchPhase.Ended) or [`PointerPhase.Cancelled`](xref:UnityEngine.InputSystem.TouchPhase.Canceled)). Between those two points, an arbitrary number of [`PointerPhase.Moved`](xref:UnityEngine.InputSystem.TouchPhase.Moved) or [`PointerPhase.Stationary`](xref:UnityEngine.InputSystem.TouchPhase.Stationary) records exist. All records in a touch have the same [`touchId`](xref:UnityEngine.InputSystem.Controls.TouchControl.touchId). You can use [`Touch.activeTouches`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches) to get an array of all currently active touches. This lets you track how a specific touch moves over the screen, which is useful if you want to implement recognition of specific gestures.
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Refer to the [`EnhancedTouch.Touch` API documentation](xref:UnityEngine.InputSystem.EnhancedTouch.Touch) for more information.
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Packages/com.unity.inputsystem/Documentation~/touch-polling.md

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# Touch polling
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The [`EnhancedTouch.Touch`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch) class provides a [polling API](polling-actions.md) for touch input similar to [`UnityEngine.Input.touches`](xref:UnityEngine.Input-touches). You can use it to query touches on a frame-by-frame basis.
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The [`EnhancedTouch.Touch`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch) class provides a [polling API](polling-actions.md) for touch input similar to [`UnityEngine.Input.touches`](docs.unity3d.com/scriptreference/input-touches.html). You can use it to query touches on a frame-by-frame basis.
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> [!IMPORTANT]
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> Don't use [`Touchscreen`](xref:UnityEngine.InputSystem.Touchscreen) for polling. If you read out touch state from `Touchscreen` directly inside of the `Update` or `FixedUpdate` methods, your application misses changes in touch state.

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