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

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@@ -224,7 +224,7 @@ trace.Dispose();
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Dispose event traces after use, so that they do not leak memory on the unmanaged (C++) memory heap.
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> [!NOTE]
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> **Keyboard text input is not replayed to UI text fields.** Keyboard state (key presses) is captured and replayed correctly and remains accessible via `Keyboard.current`. However there is a known limitation with character delivery to UI Framework components (uGUI `InputField` or UIToolkit `TextField`). These components receive text through a separate native pipeline that is not fed by event replay. As a result, text typed into UI text fields during recording will not appear during playback.
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> **Keyboard text input is not replayed to UI text fields.** Keyboard state (key presses) is captured and replayed correctly and remains accessible via `Keyboard.current`. However, there is a known limitation with character delivery to UI Framework components (uGUI `InputField` or UI Toolkit `TextField`). These components receive text through a separate native pipeline that is not fed by event replay. As a result, text typed into UI text fields during recording will not appear during playback.
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You can also write event traces out to files/streams, load them back in, and replay recorded streams.
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