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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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- Fixed interactions such as `Press` not getting processed correctly when having multiple of them on different bindings of the same action and receiving simultaneous input on all of them ([case 1364667](https://issuetracker.unity3d.com/issues/new-input-system-stops-working-after-pressing-2-keyboard-buttons-at-the-same-time)).
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* If, for example, you bind the A and S key on the same action, put a `Press` interaction on both, and then press both keys, interactions would get missed or got stuck.
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- Fixed `InputAction.IsPressed`/`WasPressed`/`WasReleased` returning incorrect results when binding multiple buttons on the same action and pressing/releasing them simultaneously.
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- Improved performance of looking up actions by name.
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- Fixed `InputAction.controls` exhibiting bad performance when there were no controls bound to an action ([case 1347829](https://issuetracker.unity3d.com/issues/inputaction-dot-controls-are-accessed-slower-when-the-gamepad-slash-controller-is-not-connected)).
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- Fixed interactions involving timeouts (such as `HoldInteraction`) performing erroneous delayed triggers on actions when input is composed of multiple controls ([1251231](https://issuetracker.unity3d.com/issues/input-system-composites-hold-interaction-can-be-performed-when-no-keys-are-hold)).
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* For example, if you bind `Shift+B` using a `OneModifierComposite` and put a `HoldInteraction` on the binding, then depending on the order in which the keys are pressed, you would sometimes see the action spuriously getting triggered when in fact no input was received.
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- Fixed control schemes of bindings not getting updates when being pasted from one `.inputactions` asset into another ([case 1276106](https://issuetracker.unity3d.com/issues/input-system-control-schemes-are-not-resolved-when-copying-bindings-between-inputactionassets)).
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