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

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| **[Debug an action](debug-action.md)** | Verify enabled actions, bindings, and mapped controls during Play mode. |
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| **[Debug users and PlayerInput](debug-users-playerinput.md)** | Inspect InputUser and Player Input pairings, devices, and actions in the Users list. |
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| **[Debug layouts](debug-layouts.md)** | Browse registered control and device layouts in the Input Debugger. |
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| **[Trace actions](trace-actions)** |
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Generate a log of all activity that happened on a particular set of Actions. |
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| **[Trace actions](trace-actions)** | Generate a log of all activity that happened on a particular set of Actions. |
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| **[Visualizers](visualizers.md)** | Monitor controls and actions in real time with the Visualizers sample. |
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| **[Device Simulation](device-simulation.md)** | Learn how the Unity Device Simulator feeds touchscreen input into the Input System. |
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Packages/com.unity.inputsystem/Documentation~/Installation.md

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---
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# Installation guide
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This page describes how to install and activate the Input System package for your Unity Project.
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This page describes how to install and activate the **Input System** package for your Unity Project.
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> [!NOTE]
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> This version of the new Input System requires the .NET 4 runtime. It doesn't work in projects using the old .NET 3.5 runtime.
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## Install samples
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The Input System package comes with a number of samples. You can install these directly from the Package Manager window in Unity (__Window > Package Manager__). To see the list of samples, select the Input System package in the Package Manager window and click the __Samples__ tab. Then click __Import__ next to any sample name to import it into the current Project.
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The package comes with a number of samples. You can install these directly from the Package Manager window in Unity (__Window > Package Manager__).
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To view the list of samples:
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1. Select the package in the **Package Manager** window.
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1. Select the __Samples__ tab.
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1. Select __Import__ next to any sample name to import that sample into the current project.
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![Install Samples](Images/InstallSamples.png)
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For a more comprehensive demo project for the Input System, see the [InputSystem_Warriors](https://github.com/UnityTechnologies/InputSystem_Warriors) GitHub repository.
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For a more comprehensive demo project for the Input System, refer to the [InputSystem_Warriors](https://github.com/UnityTechnologies/InputSystem_Warriors) GitHub repository.

Packages/com.unity.inputsystem/Documentation~/apply-interactions-actions.md

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1. Select an Action to edit, so that the right pane of the window displays the properties for that Action.
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1. Select the plus icon on the __Interactions__ foldout to open a list of all available Interactions types.
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1. Select an Interaction type to add an Interaction instance of that type. The Interaction now appears in the __Interactions__ foldout.
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1. If the Interaction has any parameters, you can now edit them at this stage.
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1. If the Interaction has any parameters, you can edit them at this stage.
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## Apply Interactions to Actions in code
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Packages/com.unity.inputsystem/Documentation~/apply-interactions-bindings.md

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1. Once you have [created some bindings](actions-editor.md#bindings), select the binding you want to add Interactions to, so that the right pane of the window displays the properties for that binding.
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1. Select the plus icon on the __Interactions__ foldout to open a list of all available Interactions types.
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1. Select an Interaction type to add an Interaction instance of that type. The Interaction now appears in the __Interactions__ foldout.
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1. If the Interaction has any parameters, you can now edit them at this stage.
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1. If the Interaction has any parameters, you can edit them at this stage.
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![Binding Processors](Images/BindingProcessors.png)
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Packages/com.unity.inputsystem/Documentation~/assign-project-wide-actions.md

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# Assign an existing action asset as project-wide
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To assign an existing Actions Asset as project-wide, do one of the following:
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To assign an existing actions asset as project-wide, do one of the following:
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1. Go to **Edit** > **Project Settings** > **Input System Package**
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2. Drag the asset from your Project window into the **Project-wide Actions** field.

Packages/com.unity.inputsystem/Documentation~/configure-bindings-from-code.md

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.With("Right", "<Gamepad>/leftStick/right");
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```
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The 3D vector Composite has four Part Bindings.
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The 3D vector Composite has six Part Bindings.
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|Part Binding|Type|Description|
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|----|----|-----------|

Packages/com.unity.inputsystem/Documentation~/configure-ui-input-action-map.md

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## Reset the UI action map
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> !IMPORTANT]
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> [!IMPORTANT]
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> These instructions reset both the UI action map and the Player action map to their default bindings.
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To reset the UI action map to its default bindings:

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

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To define a new type of Composite, create a class based on [`InputBindingComposite<TValue>`](xref:UnityEngine.InputSystem.InputBindingComposite-1).
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> [!Important]
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> [!IMPORTANT]
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> Composites must be __stateless__. This means that you cannot store local state that changes depending on the input being processed. For __stateful__ processing on bindings, refer to [interactions](write-custom-interactions.md).
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```CSharp

Packages/com.unity.inputsystem/Documentation~/create-events.md

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new TouchState { touchId = 1, phase = TouchPhase.Ended, position = new Vector2(123, 234) });
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```
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>__IMPORTANT:__ [Touch IDs](xref:UnityEngine.InputSystem.Controls.TouchControl) cannot be 0! A valid touch must have a non-zero touch ID. Concurrent touches must each have a unique ID. After a touch has ended, its ID can be reused &ndash; although it is recommended to not do so.
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> [!IMPORTANT]
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> [Touch IDs](xref:UnityEngine.InputSystem.Controls.TouchControl) cannot be 0! A valid touch must have a non-zero touch ID. Concurrent touches must each have a unique ID. After a touch has ended, its ID can be reused &ndash; although it is recommended to not do so.
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If the exact format of the state used by a given Device is not known, the easiest way to send input to it is to simply create a [`StateEvent`](xref:UnityEngine.InputSystem.LowLevel.StateEvent) from the Device itself:
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Packages/com.unity.inputsystem/Documentation~/create-precompiled-layout.md

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InputSystem.RegisterPrecompiledLayout<MyPrecompiledDevice>(MyPrecompiledDevice.metadata);
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```
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> [!Important]
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> [!IMPORTANT]
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> It is very important that this method is called with all relevant layout registrations being in the same state as at the time the layout was precompiled. There is no internal check whether the precompiled layout will still generate an identical result to the non-precompiled version.
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Once registered, a precompiled layout is automatically used whenever the layout that the precompiled layout is based on is instantiated.

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