From e5509ff3326193cefc5141832f17131b189d5560 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Wed, 9 Apr 2025 15:49:57 +0200 Subject: [PATCH 01/85] Debug files --- Assets/ActionDebug.cs | 25 ++++++++++++++++ Assets/ActionDebug.cs.meta | 2 ++ .../RebindUISampleActions.inputactions | 29 +++++++++++++++++-- 3 files changed, 53 insertions(+), 3 deletions(-) create mode 100644 Assets/ActionDebug.cs create mode 100644 Assets/ActionDebug.cs.meta diff --git a/Assets/ActionDebug.cs b/Assets/ActionDebug.cs new file mode 100644 index 0000000000..bc161e4534 --- /dev/null +++ b/Assets/ActionDebug.cs @@ -0,0 +1,25 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +public class ActionDebug : MonoBehaviour +{ + public InputActionReference trigger; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + trigger.action.performed += ActionOnperformed; + trigger.action.Enable(); + } + + private void ActionOnperformed(InputAction.CallbackContext obj) + { + Debug.Log("Action Performed"); + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/ActionDebug.cs.meta b/Assets/ActionDebug.cs.meta new file mode 100644 index 0000000000..93697c7c4a --- /dev/null +++ b/Assets/ActionDebug.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7d36843388d90a04782f5f49339e23c4 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions index 0c0478cf71..662218926d 100644 --- a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions +++ b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions @@ -11,7 +11,8 @@ "id": "9d8fcbff-87d1-43ef-857e-931c84d5bd72", "expectedControlType": "Vector2", "processors": "", - "interactions": "" + "interactions": "", + "initialStateCheck": true }, { "name": "Look", @@ -19,7 +20,8 @@ "id": "ddab72da-d325-4b4c-a484-abe4f6bdf113", "expectedControlType": "Vector2", "processors": "", - "interactions": "" + "interactions": "", + "initialStateCheck": true }, { "name": "Interact", @@ -27,7 +29,17 @@ "id": "2bd60403-0923-469e-a3a4-7338b04f6bbc", "expectedControlType": "", "processors": "", - "interactions": "" + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Test", + "type": "Button", + "id": "a0bbd927-54af-4ba8-be59-8470a31efd79", + "expectedControlType": "", + "processors": "", + "interactions": "", + "initialStateCheck": false } ], "bindings": [ @@ -140,6 +152,17 @@ "action": "Interact", "isComposite": false, "isPartOfComposite": false + }, + { + "name": "", + "id": "60a650d1-dafb-4f35-bfb4-94d9974472fb", + "path": "/buttonNorth", + "interactions": "", + "processors": "", + "groups": "", + "action": "Test", + "isComposite": false, + "isPartOfComposite": false } ] } From d323b9b5f6eb3bc3dfce1d4eac7adfbc04f2e6e8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Mon, 14 Apr 2025 15:43:11 +0200 Subject: [PATCH 02/85] Added debug script to scene --- .../RebindingUI/RebindingUISampleScene.unity | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 0908be1603..68cfad33e0 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -1096,6 +1096,7 @@ GameObject: - component: {fileID: 780148237} - component: {fileID: 780148236} - component: {fileID: 780148235} + - component: {fileID: 780148238} m_Layer: 0 m_Name: EventSystem m_TagString: Untagged @@ -1175,6 +1176,19 @@ Transform: m_Children: [] m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &780148238 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 780148234} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 7d36843388d90a04782f5f49339e23c4, type: 3} + m_Name: + m_EditorClassIdentifier: + trigger: {fileID: 2345695455583553484, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} --- !u!1 &861395291 GameObject: m_ObjectHideFlags: 0 From da35c496b114bd113c32ddba7681ce5fae4b942b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 15 Apr 2025 15:35:43 +0200 Subject: [PATCH 03/85] Added wait to RebindActionUI.cs --- Assets/Samples/RebindingUI/RebindActionUI.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index f755919be6..5f750be78b 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -289,6 +289,7 @@ void CleanUp() UpdateBindingDisplay(); CleanUp(); }) + .OnMatchWaitForAnother(0.2f) .OnComplete( operation => { From 93de642001c6b2139fe1d7d0484bcf97a166f112 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 22 Apr 2025 20:21:00 +0200 Subject: [PATCH 04/85] Added input event handled policy run-time setting --- Assets/Tests/InputSystem/CoreTests_Events.cs | 83 +++++++++++++++++++ .../Events/InputEventHandledPolicy.cs | 19 +++++ .../Events/InputEventHandledPolicy.cs.meta | 3 + .../InputSystem/InputManager.cs | 27 ++++++ .../InputSystem/InputSystem.cs | 25 ++++++ 5 files changed, 157 insertions(+) create mode 100644 Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs create mode 100644 Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs.meta diff --git a/Assets/Tests/InputSystem/CoreTests_Events.cs b/Assets/Tests/InputSystem/CoreTests_Events.cs index 6addd65598..d7ea3677fe 100644 --- a/Assets/Tests/InputSystem/CoreTests_Events.cs +++ b/Assets/Tests/InputSystem/CoreTests_Events.cs @@ -1216,6 +1216,89 @@ public void Events_CanPreventEventsFromBeingProcessed() Assert.That(device.rightTrigger.ReadValue(), Is.EqualTo(0.0).Within(0.00001)); } + class SuppressedActionEventData + { + public bool markNextEventHandled; + public int startedCount; + public int performedCount; + public int canceledCount; + } + + [Test] + [Category("Events")] + public void EventHandledPolicy_ShouldReflectUserSetting() + { + // Assert default setting + Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressProcessing)); + + // Assert policy can be changed + InputSystem.inputEventHandledPolicy = InputEventHandledPolicy.SuppressNotifications; + Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressNotifications)); + + // Assert policy can be changed back + InputSystem.inputEventHandledPolicy = InputEventHandledPolicy.SuppressProcessing; + Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressProcessing)); + + // Assert setting property to an invalid value throws exception and do not have side-effects + Assert.Throws(() => + InputSystem.inputEventHandledPolicy = (InputEventHandledPolicy)123456); + Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressProcessing)); + } + + [TestCase(InputEventHandledPolicy.SuppressProcessing, + new int[] { 0, 0, 1, 1}, new int[] {0, 0, 0, 1})] + [TestCase(InputEventHandledPolicy.SuppressNotifications, + new int[] { 0, 0, 0, 0}, new int[] {0, 0, 0, 0})] + [Category("Events")] + [Description("ISXB-1524 Events suppressed has side-effects on actions when based on polling")] + public void Events_ShouldRespectHandledPolicyUponUpdate(InputEventHandledPolicy policy, + int[] expectedProcessed, int[] expectedCancelled) // EDIT + { + // Use a boxed boolean to allow lambda to capture reference. + var data = new SuppressedActionEventData(); + + InputSystem.onEvent += + (inputEvent, _) => + { + // If we mark the event handled, the system should skip it and not + // let it go to the device. + inputEvent.handled = data.markNextEventHandled; + }; + + var device = InputSystem.AddDevice(); + var action = new InputAction(type: InputActionType.Button, binding: "/buttonNorth"); + action.Enable(); + action.started += _ => ++ data.startedCount; + action.performed += _ => ++ data.performedCount; + action.canceled += _ => ++ data.canceledCount; + + // Ensure state is updated/initialized + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.01f, 0.0f) }); + InputSystem.Update(); + Assert.That(data.performedCount, Is.EqualTo(expectedProcessed[0])); + Assert.That(data.canceledCount, Is.EqualTo(expectedCancelled[0])); + + // Press button north with event suppression active + data.markNextEventHandled = true; + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.00f, 0.01f) }.WithButton(GamepadButton.North)); + InputSystem.Update(); + Assert.That(data.performedCount, Is.EqualTo(expectedProcessed[1])); + Assert.That(data.canceledCount, Is.EqualTo(expectedCancelled[1])); + + // Simulate a periodic reading, this will trigger performed count + data.markNextEventHandled = false; + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.01f, 0.00f) }.WithButton(GamepadButton.North)); + InputSystem.Update(); + Assert.That(data.performedCount, Is.EqualTo(expectedProcessed[2])); // Firing without actual change + Assert.That(data.canceledCount, Is.EqualTo(expectedCancelled[2])); + + // Release button north + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.00f, 0.01f) }); + InputSystem.Update(); + Assert.That(data.performedCount, Is.EqualTo(expectedProcessed[3])); + Assert.That(data.canceledCount, Is.EqualTo(expectedCancelled[3])); + } + [StructLayout(LayoutKind.Explicit, Size = 2)] struct StateWith2Bytes : IInputStateTypeInfo { diff --git a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs new file mode 100644 index 0000000000..c509ca1cbd --- /dev/null +++ b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs @@ -0,0 +1,19 @@ +namespace UnityEngine.InputSystem.LowLevel +{ + /// + /// Policy defining how the Input System will process instances marked as + /// . + /// + public enum InputEventHandledPolicy + { + /// + /// Input events will be discarded and not propagated for neither state updates nor notifications. + /// + SuppressProcessing, + + /// + /// Input events will be processed for state updates but will not trigger interaction nor phase notifications. + /// + SuppressNotifications + } +} diff --git a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs.meta b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs.meta new file mode 100644 index 0000000000..32abd146f5 --- /dev/null +++ b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7c9443eaca924751a528ee833d503cb0 +timeCreated: 1745344677 \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 10e3c17fb8..f7a6585b63 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -210,6 +210,23 @@ public float pollingFrequency } } + public InputEventHandledPolicy inputEventHandledPolicy + { + get => m_InputEventHandledPolicy; + set + { + switch (value) + { + case InputEventHandledPolicy.SuppressNotifications: + case InputEventHandledPolicy.SuppressProcessing: + m_InputEventHandledPolicy = value; + break; + default: + throw new ArgumentOutOfRangeException("value"); + } + } + } + public event DeviceChangeListener onDeviceChange { add => m_DeviceChangeListeners.AddCallback(value); @@ -1891,6 +1908,9 @@ internal void InitializeData() // Default polling frequency is 60 Hz. m_PollingFrequency = 60; + // Default input event handled policy. + m_InputEventHandledPolicy = InputEventHandledPolicy.SuppressProcessing; + // Register layouts. // NOTE: Base layouts must be registered before their derived layouts // for the detection of base layouts to work. @@ -2142,6 +2162,7 @@ internal struct AvailableDevice // Used by EditorInputControlLayoutCache to determine whether its state is outdated. internal int m_LayoutRegistrationVersion; private float m_PollingFrequency; + private InputEventHandledPolicy m_InputEventHandledPolicy; internal InputControlLayout.Collection m_Layouts; private TypeTable m_Processors; @@ -3901,8 +3922,11 @@ internal unsafe bool UpdateState(InputDevice device, InputUpdateType updateType, } // Notify listeners. + //if (eventPtr == null || !eventPtr.handled) // EDIT + //{ DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceStateChangeListeners, device, eventPtr, k_InputOnDeviceSettingsChangeMarker, "InputSystem.onDeviceStateChange"); + //} // Now that we've committed the new state to memory, if any of the change // monitors fired, let the associated actions know. @@ -4048,6 +4072,7 @@ internal struct SerializedState { public int layoutRegistrationVersion; public float pollingFrequency; + public InputEventHandledPolicy inputEventHandledPolicy; public DeviceState[] devices; public AvailableDevice[] availableDevices; public InputStateBuffers buffers; @@ -4093,6 +4118,7 @@ internal SerializedState SaveState() { layoutRegistrationVersion = m_LayoutRegistrationVersion, pollingFrequency = m_PollingFrequency, + inputEventHandledPolicy = m_InputEventHandledPolicy, devices = deviceArray, availableDevices = m_AvailableDevices?.Take(m_AvailableDeviceCount).ToArray(), buffers = m_StateBuffers, @@ -4119,6 +4145,7 @@ internal void RestoreStateWithoutDevices(SerializedState state) scrollDeltaBehavior = state.scrollDeltaBehavior; m_Metrics = state.metrics; m_PollingFrequency = state.pollingFrequency; + m_InputEventHandledPolicy = state.inputEventHandledPolicy; if (m_Settings != null) Object.DestroyImmediate(m_Settings); diff --git a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs index eb7a35dcd7..d704407f55 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs @@ -1382,6 +1382,31 @@ public static float pollingFrequency set => s_Manager.pollingFrequency = value; } + /// + /// The policy to be applied when processing input events that has been marked as "handled" by setting + /// or to true. + /// + /// + /// The default setting of this property is which + /// implies that events are completely suppressed which means that associated state will not be updated. + /// Hence, any state dependent classes such as or associated interactions will + /// not be updated either. A side-effect of this setting is that succeeding events that are not suppressed + /// may trigger new unexpected events since they may trigger state changes due to monitoring instances not + /// seeing previous changes. + /// + /// The setting will instead allow state change + /// propagation to happen, including updating interaction state, but will instead suppress any associated + /// notifications. + /// + /// The current policy to be applied when processing input events marked as "handled". + /// If attempting to set this property to an unsupported + /// value. + public static InputEventHandledPolicy inputEventHandledPolicy + { + get => s_Manager.inputEventHandledPolicy; + set => s_Manager.inputEventHandledPolicy = value; + } + /// /// Add a new device by instantiating the given device layout. /// From 59b26597f5f85569840e6fbce1bfc86f89901d65 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 10:40:43 +0200 Subject: [PATCH 05/85] wip --- Assets/ActionDebug.cs | 3 +-- Assets/Tests/InputSystem/CoreTests_Events.cs | 3 +++ .../InputSystem/Actions/InputActionState.cs | 16 ++++++++++++++++ .../InputSystem/InputManager.cs | 3 ++- .../InputSystem/InputManagerStateMonitors.cs | 1 + .../Plugins/DualShock/DualShockGamepadHID.cs | 1 + .../InputSystem/State/InputState.cs | 1 + 7 files changed, 25 insertions(+), 3 deletions(-) diff --git a/Assets/ActionDebug.cs b/Assets/ActionDebug.cs index bc161e4534..b6fed188c4 100644 --- a/Assets/ActionDebug.cs +++ b/Assets/ActionDebug.cs @@ -4,7 +4,7 @@ public class ActionDebug : MonoBehaviour { public InputActionReference trigger; - + // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { @@ -20,6 +20,5 @@ private void ActionOnperformed(InputAction.CallbackContext obj) // Update is called once per frame void Update() { - } } diff --git a/Assets/Tests/InputSystem/CoreTests_Events.cs b/Assets/Tests/InputSystem/CoreTests_Events.cs index d7ea3677fe..9204007671 100644 --- a/Assets/Tests/InputSystem/CoreTests_Events.cs +++ b/Assets/Tests/InputSystem/CoreTests_Events.cs @@ -1254,6 +1254,9 @@ public void EventHandledPolicy_ShouldReflectUserSetting() public void Events_ShouldRespectHandledPolicyUponUpdate(InputEventHandledPolicy policy, int[] expectedProcessed, int[] expectedCancelled) // EDIT { + // Update setting to match desired scenario + InputSystem.inputEventHandledPolicy = policy; + // Use a boxed boolean to allow lambda to capture reference. var data = new SuppressedActionEventData(); diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index fe8df0911c..c4ea8d0d15 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -1346,6 +1346,7 @@ void IInputStateChangeMonitor.NotifyControlStateChanged(InputControl control, do #endif SplitUpMapAndControlAndBindingIndex(mapControlAndBindingIndex, out var mapIndex, out var controlIndex, out var bindingIndex); + // CALLBACK HERE ProcessControlStateChange(mapIndex, controlIndex, bindingIndex, time, eventPtr); } @@ -1537,6 +1538,14 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi } else if (!haveInteractionsOnComposite && !isConflictingInput) { + // Skip further notification if event is handled and our policy suppress notifications. + if (eventPtr != null && eventPtr.handled && InputSystem.inputEventHandledPolicy == + InputEventHandledPolicy.SuppressNotifications) + { + return; + } + + // CALLBACK HERE ProcessDefaultInteraction(ref trigger, actionIndex); } } @@ -1939,6 +1948,7 @@ private void ProcessDefaultInteraction(ref TriggerState trigger, int actionIndex var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint; if (actuation >= threshold) { + // CALLBACK HERE ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Performed); } @@ -2397,6 +2407,7 @@ private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState tri } else if (actionState->phase != newPhase || newPhase == InputActionPhase.Performed) // We allow Performed to trigger repeatedly. { + // CALLBACK HERE ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger, isDisablingAction: newPhase == InputActionPhase.Canceled && phaseAfterPerformedOrCanceled == InputActionPhase.Disabled); if (!actionState->inProcessing) @@ -2491,6 +2502,9 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt newState.startTime = newState.time; *actionState = newState; + //if (InputSystem.inputEventHandledPolicy == InputEventHandledPolicy.SuppressNotifications) + // return; + // Let listeners know. var map = maps[trigger.mapIndex]; Debug.Assert(actionIndex >= mapIndices[trigger.mapIndex].actionStartIndex, @@ -2509,6 +2523,7 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt case InputActionPhase.Performed: { Debug.Assert(trigger.controlIndex != -1, "Must have control to perform an action"); + // CALLBACK HERE CallActionListeners(actionIndex, map, newPhase, ref action.m_OnPerformed, "performed"); break; } @@ -2562,6 +2577,7 @@ private void CallActionListeners(int actionIndex, InputActionMap actionMap, Inpu } // Run callbacks (if any) directly on action. + // CALLBACK INVOKED HERE DelegateHelpers.InvokeCallbacksSafe(ref listeners, context, callbackName, action); // Run callbacks (if any) on action map. diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index f7a6585b63..ff60d8f63c 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -3477,7 +3477,8 @@ private unsafe void OnUpdate(InputUpdateType updateType, ref InputEventBuffer ev new InputEventPtr(currentEventReadPtr), device, k_InputOnEventMarker, "InputSystem.onEvent"); // If a listener marks the event as handled, we don't process it further. - if (currentEventReadPtr->handled) + if (m_InputEventHandledPolicy == InputEventHandledPolicy.SuppressProcessing && + currentEventReadPtr->handled) { m_InputEventStream.Advance(false); continue; diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs index 4f061eb193..b1194476ff 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs @@ -391,6 +391,7 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern var listener = listeners[i]; try { + // CALLBACK HERE listener.monitor.NotifyControlStateChanged(listener.control, time, eventPtr, listener.monitorIndex); } diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs index 3cb6a963ef..85325e7ba1 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs @@ -588,6 +588,7 @@ public unsafe void OnStateEvent(InputEventPtr eventPtr) InputSystem.s_Manager.DontMakeCurrentlyUpdatingDeviceCurrent(); } + // CALLBACK HERE InputState.Change(this, eventPtr); } diff --git a/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs b/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs index 787b5df377..06863027f8 100644 --- a/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs @@ -75,6 +75,7 @@ public static unsafe void Change(InputDevice device, InputEventPtr eventPtr, Inp $"State format {stateFormat} from event does not match state format {device.stateBlock.format} of device {device}", nameof(eventPtr)); + // CALLBACK HERE InputSystem.s_Manager.UpdateState(device, eventPtr, updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType); } From e4e57cfc3e61fa70a7f7fb14ea8f16264ab82c21 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 13:43:15 +0200 Subject: [PATCH 06/85] Modified handled evaluation in state monitors. Formatting. --- Assets/Tests/InputSystem/CoreTests_Events.cs | 2 +- .../InputSystem/Actions/InputActionState.cs | 4 ++-- Packages/com.unity.inputsystem/InputSystem/InputManager.cs | 2 +- .../InputSystem/InputManagerStateMonitors.cs | 7 ++++--- 4 files changed, 8 insertions(+), 7 deletions(-) diff --git a/Assets/Tests/InputSystem/CoreTests_Events.cs b/Assets/Tests/InputSystem/CoreTests_Events.cs index 9204007671..3259a2fdad 100644 --- a/Assets/Tests/InputSystem/CoreTests_Events.cs +++ b/Assets/Tests/InputSystem/CoreTests_Events.cs @@ -1256,7 +1256,7 @@ public void Events_ShouldRespectHandledPolicyUponUpdate(InputEventHandledPolicy { // Update setting to match desired scenario InputSystem.inputEventHandledPolicy = policy; - + // Use a boxed boolean to allow lambda to capture reference. var data = new SuppressedActionEventData(); diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index c4ea8d0d15..4b76bfecdc 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -1544,7 +1544,7 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi { return; } - + // CALLBACK HERE ProcessDefaultInteraction(ref trigger, actionIndex); } @@ -2504,7 +2504,7 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt //if (InputSystem.inputEventHandledPolicy == InputEventHandledPolicy.SuppressNotifications) // return; - + // Let listeners know. var map = maps[trigger.mapIndex]; Debug.Assert(actionIndex >= mapIndices[trigger.mapIndex].actionStartIndex, diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index ff60d8f63c..dd4901ccca 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -3477,7 +3477,7 @@ private unsafe void OnUpdate(InputUpdateType updateType, ref InputEventBuffer ev new InputEventPtr(currentEventReadPtr), device, k_InputOnEventMarker, "InputSystem.onEvent"); // If a listener marks the event as handled, we don't process it further. - if (m_InputEventHandledPolicy == InputEventHandledPolicy.SuppressProcessing && + if (m_InputEventHandledPolicy == InputEventHandledPolicy.SuppressProcessing && currentEventReadPtr->handled) { m_InputEventStream.Advance(false); diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs index b1194476ff..87c48e08b9 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs @@ -382,7 +382,7 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern // Call IStateChangeMonitor.NotifyControlStateChange for every monitor that is in // signalled state. - eventPtr->handled = false; + var savedHandled = eventPtr->handled; for (var i = 0; i < signals.length; ++i) { if (!signals.TestBit(i)) @@ -404,8 +404,9 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern // If the monitor signalled that it has processed the state change, reset all signalled // state monitors in the same group. This is what causes "SHIFT+B" to prevent "B" from - // also triggering. - if (eventPtr->handled) + // also triggering. Note that we skip this if it was already marked handled before notifying + // monitors. + if (!savedHandled && eventPtr->handled) { var groupIndex = listeners[i].groupIndex; for (var n = i + 1; n < signals.length; ++n) From 00abdcfe9b539f7dc00f34e310041d6cc68843f4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 13:45:22 +0200 Subject: [PATCH 07/85] Renamed variable --- .../InputSystem/InputManagerStateMonitors.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs index 87c48e08b9..96e75f9836 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs @@ -382,7 +382,7 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern // Call IStateChangeMonitor.NotifyControlStateChange for every monitor that is in // signalled state. - var savedHandled = eventPtr->handled; + var previouslyHandled = eventPtr->handled; for (var i = 0; i < signals.length; ++i) { if (!signals.TestBit(i)) @@ -406,7 +406,7 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern // state monitors in the same group. This is what causes "SHIFT+B" to prevent "B" from // also triggering. Note that we skip this if it was already marked handled before notifying // monitors. - if (!savedHandled && eventPtr->handled) + if (!previouslyHandled && eventPtr->handled) { var groupIndex = listeners[i].groupIndex; for (var n = i + 1; n < signals.length; ++n) From 9bdd2d23a3bff44a9fef45f9a5b7a5f3b400e030 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 14:14:28 +0200 Subject: [PATCH 08/85] Refactoring of names --- Assets/Tests/InputSystem/CoreTests_Events.cs | 16 ++++++++-------- .../InputSystem/Actions/InputActionState.cs | 2 +- .../Events/InputEventHandledPolicy.cs | 12 ++++++------ .../InputSystem/InputManager.cs | 8 ++++---- .../InputSystem/InputSystem.cs | 4 ++-- 5 files changed, 21 insertions(+), 21 deletions(-) diff --git a/Assets/Tests/InputSystem/CoreTests_Events.cs b/Assets/Tests/InputSystem/CoreTests_Events.cs index 3259a2fdad..c1e176458b 100644 --- a/Assets/Tests/InputSystem/CoreTests_Events.cs +++ b/Assets/Tests/InputSystem/CoreTests_Events.cs @@ -1229,25 +1229,25 @@ class SuppressedActionEventData public void EventHandledPolicy_ShouldReflectUserSetting() { // Assert default setting - Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressProcessing)); + Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); // Assert policy can be changed - InputSystem.inputEventHandledPolicy = InputEventHandledPolicy.SuppressNotifications; - Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressNotifications)); + InputSystem.inputEventHandledPolicy = InputEventHandledPolicy.SuppressActionUpdates; + Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressActionUpdates)); // Assert policy can be changed back - InputSystem.inputEventHandledPolicy = InputEventHandledPolicy.SuppressProcessing; - Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressProcessing)); + InputSystem.inputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; + Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); // Assert setting property to an invalid value throws exception and do not have side-effects Assert.Throws(() => InputSystem.inputEventHandledPolicy = (InputEventHandledPolicy)123456); - Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressProcessing)); + Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); } - [TestCase(InputEventHandledPolicy.SuppressProcessing, + [TestCase(InputEventHandledPolicy.SuppressStateUpdates, new int[] { 0, 0, 1, 1}, new int[] {0, 0, 0, 1})] - [TestCase(InputEventHandledPolicy.SuppressNotifications, + [TestCase(InputEventHandledPolicy.SuppressActionUpdates, new int[] { 0, 0, 0, 0}, new int[] {0, 0, 0, 0})] [Category("Events")] [Description("ISXB-1524 Events suppressed has side-effects on actions when based on polling")] diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index 4b76bfecdc..2ede4ad2a8 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -1540,7 +1540,7 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi { // Skip further notification if event is handled and our policy suppress notifications. if (eventPtr != null && eventPtr.handled && InputSystem.inputEventHandledPolicy == - InputEventHandledPolicy.SuppressNotifications) + InputEventHandledPolicy.SuppressActionUpdates) { return; } diff --git a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs index c509ca1cbd..a8902cc19c 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs @@ -1,19 +1,19 @@ namespace UnityEngine.InputSystem.LowLevel { /// - /// Policy defining how the Input System will process instances marked as - /// . + /// Policy defining how the Input System will react to instances marked as + /// (Or marked handled via ). /// public enum InputEventHandledPolicy { /// - /// Input events will be discarded and not propagated for neither state updates nor notifications. + /// Input events will be discarded directly and not propagate for state changes. /// - SuppressProcessing, + SuppressStateUpdates, /// - /// Input events will be processed for state updates but will not trigger interaction nor phase notifications. + /// Input events will be processed for state updates but will not trigger interaction nor phase updates. /// - SuppressNotifications + SuppressActionUpdates } } diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index dd4901ccca..f3e16896e4 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -217,8 +217,8 @@ public InputEventHandledPolicy inputEventHandledPolicy { switch (value) { - case InputEventHandledPolicy.SuppressNotifications: - case InputEventHandledPolicy.SuppressProcessing: + case InputEventHandledPolicy.SuppressActionUpdates: + case InputEventHandledPolicy.SuppressStateUpdates: m_InputEventHandledPolicy = value; break; default: @@ -1909,7 +1909,7 @@ internal void InitializeData() m_PollingFrequency = 60; // Default input event handled policy. - m_InputEventHandledPolicy = InputEventHandledPolicy.SuppressProcessing; + m_InputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; // Register layouts. // NOTE: Base layouts must be registered before their derived layouts @@ -3477,7 +3477,7 @@ private unsafe void OnUpdate(InputUpdateType updateType, ref InputEventBuffer ev new InputEventPtr(currentEventReadPtr), device, k_InputOnEventMarker, "InputSystem.onEvent"); // If a listener marks the event as handled, we don't process it further. - if (m_InputEventHandledPolicy == InputEventHandledPolicy.SuppressProcessing && + if (m_InputEventHandledPolicy == InputEventHandledPolicy.SuppressStateUpdates && currentEventReadPtr->handled) { m_InputEventStream.Advance(false); diff --git a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs index d704407f55..3bbdb32aae 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs @@ -1387,14 +1387,14 @@ public static float pollingFrequency /// or to true. /// /// - /// The default setting of this property is which + /// The default setting of this property is which /// implies that events are completely suppressed which means that associated state will not be updated. /// Hence, any state dependent classes such as or associated interactions will /// not be updated either. A side-effect of this setting is that succeeding events that are not suppressed /// may trigger new unexpected events since they may trigger state changes due to monitoring instances not /// seeing previous changes. /// - /// The setting will instead allow state change + /// The setting will instead allow state change /// propagation to happen, including updating interaction state, but will instead suppress any associated /// notifications. /// From 71e7b616cf35eb58355df11083dc9d575925c76c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 16:35:05 +0200 Subject: [PATCH 09/85] Updated rebinding UI sample to use new feature (handling policy) --- Assets/ActionDebug.cs | 19 +++++++++++++-- Assets/Samples/RebindingUI/RebindActionUI.cs | 2 +- .../Actions/InputActionRebindingExtensions.cs | 24 +++++++++++++++++++ 3 files changed, 42 insertions(+), 3 deletions(-) diff --git a/Assets/ActionDebug.cs b/Assets/ActionDebug.cs index b6fed188c4..92c35b4856 100644 --- a/Assets/ActionDebug.cs +++ b/Assets/ActionDebug.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.InputSystem; +using UnityEngine.InputSystem.LowLevel; public class ActionDebug : MonoBehaviour { @@ -8,11 +9,23 @@ public class ActionDebug : MonoBehaviour // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { - trigger.action.performed += ActionOnperformed; + trigger.action.performed += ActionOnPerformed; + trigger.action.canceled += ActionOnCanceled; + trigger.action.started += ActionOnStarted; trigger.action.Enable(); } - private void ActionOnperformed(InputAction.CallbackContext obj) + private void ActionOnStarted(InputAction.CallbackContext obj) + { + Debug.Log("Action Started"); + } + + private void ActionOnCanceled(InputAction.CallbackContext obj) + { + Debug.Log("Action Canceled"); + } + + private void ActionOnPerformed(InputAction.CallbackContext obj) { Debug.Log("Action Performed"); } @@ -20,5 +33,7 @@ private void ActionOnperformed(InputAction.CallbackContext obj) // Update is called once per frame void Update() { + if (trigger.action.WasPerformedThisFrame()) + Debug.Log("Action Performed (Polled Event)"); } } diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index 5f750be78b..41fe2fc790 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -289,7 +289,7 @@ void CleanUp() UpdateBindingDisplay(); CleanUp(); }) - .OnMatchWaitForAnother(0.2f) + .WithSuppressedActionPropagation() .OnComplete( operation => { diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 23ca02c342..31e0bfaae0 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -2083,6 +2083,23 @@ public RebindingOperation OnMatchWaitForAnother(float seconds) return this; } + /// + /// Ensures state changes are allowed to propagate during rebinding but suppresses action updates. + /// The default behavior is that state changes are also suppressed during rebinding. + /// + /// + /// This is achieved by temporarily setting to + /// . This is automatically reverted when + /// the rebinding operation completes. If the policy is already set to + /// , this method has no effect. + /// + /// Reference to this rebinding operation. + public RebindingOperation WithSuppressedActionPropagation() + { + m_TargetInputEventHandledPolicy = InputEventHandledPolicy.SuppressActionUpdates; + return this; + } + /// /// Start the rebinding. This should be invoked after the rebind operation has been fully configured. /// @@ -2107,6 +2124,9 @@ public RebindingOperation Start() m_StartTime = InputState.currentTime; + m_SavedInputEventHandledPolicy = InputSystem.inputEventHandledPolicy; + InputSystem.inputEventHandledPolicy = m_TargetInputEventHandledPolicy; + if (m_WaitSecondsAfterMatch > 0 || m_Timeout > 0) { HookOnAfterUpdate(); @@ -2606,6 +2626,8 @@ private void ResetAfterMatchCompleted() UnhookOnEvent(); UnhookOnAfterUpdate(); + + InputSystem.inputEventHandledPolicy = m_SavedInputEventHandledPolicy; } private void ThrowIfRebindInProgress() @@ -2654,6 +2676,8 @@ private string GeneratePathForControl(InputControl control) private double m_StartTime; private float m_Timeout; private float m_WaitSecondsAfterMatch; + private InputEventHandledPolicy m_SavedInputEventHandledPolicy; + private InputEventHandledPolicy m_TargetInputEventHandledPolicy; private InputControlList m_Candidates; private Action m_OnComplete; private Action m_OnCancel; From b50d660eed92a835afa29b8c6aaece9a342f6a3e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 16:59:31 +0200 Subject: [PATCH 10/85] Undo of previous change --- .../RebindingUI/RebindingUISampleScene.unity | 13 ------------- 1 file changed, 13 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 68cfad33e0..9b099358d1 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -1176,19 +1176,6 @@ Transform: m_Children: [] m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} ---- !u!114 &780148238 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 780148234} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 7d36843388d90a04782f5f49339e23c4, type: 3} - m_Name: - m_EditorClassIdentifier: - trigger: {fileID: 2345695455583553484, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} --- !u!1 &861395291 GameObject: m_ObjectHideFlags: 0 From 9c6b2d8dc5bc31bc8aef8344f04e19569a947e82 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 17:02:42 +0200 Subject: [PATCH 11/85] Undo previous change --- Assets/Samples/RebindingUI/RebindingUISampleScene.unity | 1 - 1 file changed, 1 deletion(-) diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 9b099358d1..0908be1603 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -1096,7 +1096,6 @@ GameObject: - component: {fileID: 780148237} - component: {fileID: 780148236} - component: {fileID: 780148235} - - component: {fileID: 780148238} m_Layer: 0 m_Name: EventSystem m_TagString: Untagged From 2d195ed5fd4a6ccefa38eb9ce8270a57b1c89ac1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 17:11:47 +0200 Subject: [PATCH 12/85] Made input manager property internal for now --- Packages/com.unity.inputsystem/InputSystem/InputManager.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index f3e16896e4..574c41d76e 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -210,7 +210,7 @@ public float pollingFrequency } } - public InputEventHandledPolicy inputEventHandledPolicy + internal InputEventHandledPolicy inputEventHandledPolicy { get => m_InputEventHandledPolicy; set From f9c61f5ee8de4eaa600ffbce7840921f8f40c85c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 21:06:05 +0200 Subject: [PATCH 13/85] Attempt to fix xml syntax error for doc --- Assets/ActionDebug.cs | 1 - Packages/com.unity.inputsystem/InputSystem/InputSystem.cs | 1 - 2 files changed, 2 deletions(-) diff --git a/Assets/ActionDebug.cs b/Assets/ActionDebug.cs index 92c35b4856..0eddde4e6e 100644 --- a/Assets/ActionDebug.cs +++ b/Assets/ActionDebug.cs @@ -1,6 +1,5 @@ using UnityEngine; using UnityEngine.InputSystem; -using UnityEngine.InputSystem.LowLevel; public class ActionDebug : MonoBehaviour { diff --git a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs index 3bbdb32aae..d03e2abcd0 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs @@ -1398,7 +1398,6 @@ public static float pollingFrequency /// propagation to happen, including updating interaction state, but will instead suppress any associated /// notifications. /// - /// The current policy to be applied when processing input events marked as "handled". /// If attempting to set this property to an unsupported /// value. public static InputEventHandledPolicy inputEventHandledPolicy From 10d25794bdf1e430bfff320036ebc174049262e9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 23 Apr 2025 21:16:58 +0200 Subject: [PATCH 14/85] Updated changelog --- Packages/com.unity.inputsystem/CHANGELOG.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Packages/com.unity.inputsystem/CHANGELOG.md b/Packages/com.unity.inputsystem/CHANGELOG.md index 937a8b364f..ada9c24081 100644 --- a/Packages/com.unity.inputsystem/CHANGELOG.md +++ b/Packages/com.unity.inputsystem/CHANGELOG.md @@ -10,6 +10,9 @@ however, it has to be formatted properly to pass verification tests. ## [Unreleased] - yyyy-mm-dd +### Added +- Added a new run-time setting `InputSystem.inputEventHandledPolicy` which allows changing how the system processes input events marked as "handled". The new alternative setting (not default) allows for allowing handled events to propagate into state changes but still suppresses action interactions from being processed. + ### Fixed - Fixed an analytics event being invoked twice when the Save button in the Actions view was pressed. [ISXB-1378](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1378) - Fixed an issue causing a number of errors to be displayed when using `InputTestFixture` in playmode tests with domain reloading disabled on playmode entry. [ISXB-1446](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1446) @@ -20,6 +23,7 @@ however, it has to be formatted properly to pass verification tests. - Fixed Input Actions code generation using locale-dependent rules when lowercasing and uppercasing strings. [ISXB-1406] - Fixed an issue when providing JoinPlayer with a specific split screen index. [ISXB-897](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-897) - Fixed an issue where an action with a name containing a slash "/" could not be found via `InputActionAsset.FindAction(string,bool)`. [ISXB-1306](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1306). +- Fixed an issue in `RebindingUISample` that fired actions bound to the same control as the target control in a rebinding process. ISXB-1524. ## [1.14.0] - 2025-03-20 From edbdbcf93eb46c1e19b245132fd78d6f931e5a2b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Thu, 24 Apr 2025 14:16:31 +0200 Subject: [PATCH 15/85] Removed ActionDebug script from branch --- Assets/ActionDebug.cs | 38 -------------------------------------- Assets/ActionDebug.cs.meta | 2 -- 2 files changed, 40 deletions(-) delete mode 100644 Assets/ActionDebug.cs delete mode 100644 Assets/ActionDebug.cs.meta diff --git a/Assets/ActionDebug.cs b/Assets/ActionDebug.cs deleted file mode 100644 index 0eddde4e6e..0000000000 --- a/Assets/ActionDebug.cs +++ /dev/null @@ -1,38 +0,0 @@ -using UnityEngine; -using UnityEngine.InputSystem; - -public class ActionDebug : MonoBehaviour -{ - public InputActionReference trigger; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - trigger.action.performed += ActionOnPerformed; - trigger.action.canceled += ActionOnCanceled; - trigger.action.started += ActionOnStarted; - trigger.action.Enable(); - } - - private void ActionOnStarted(InputAction.CallbackContext obj) - { - Debug.Log("Action Started"); - } - - private void ActionOnCanceled(InputAction.CallbackContext obj) - { - Debug.Log("Action Canceled"); - } - - private void ActionOnPerformed(InputAction.CallbackContext obj) - { - Debug.Log("Action Performed"); - } - - // Update is called once per frame - void Update() - { - if (trigger.action.WasPerformedThisFrame()) - Debug.Log("Action Performed (Polled Event)"); - } -} diff --git a/Assets/ActionDebug.cs.meta b/Assets/ActionDebug.cs.meta deleted file mode 100644 index 93697c7c4a..0000000000 --- a/Assets/ActionDebug.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 7d36843388d90a04782f5f49339e23c4 \ No newline at end of file From 1baba6c7a82b9f6bf87a739b976cd0a3e60fafae Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Thu, 24 Apr 2025 14:24:28 +0200 Subject: [PATCH 16/85] Undo changes to UI sample actions --- .../RebindUISampleActions.inputactions | 29 ++----------------- 1 file changed, 3 insertions(+), 26 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions index 662218926d..0c0478cf71 100644 --- a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions +++ b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions @@ -11,8 +11,7 @@ "id": "9d8fcbff-87d1-43ef-857e-931c84d5bd72", "expectedControlType": "Vector2", "processors": "", - "interactions": "", - "initialStateCheck": true + "interactions": "" }, { "name": "Look", @@ -20,8 +19,7 @@ "id": "ddab72da-d325-4b4c-a484-abe4f6bdf113", "expectedControlType": "Vector2", "processors": "", - "interactions": "", - "initialStateCheck": true + "interactions": "" }, { "name": "Interact", @@ -29,17 +27,7 @@ "id": "2bd60403-0923-469e-a3a4-7338b04f6bbc", "expectedControlType": "", "processors": "", - "interactions": "", - "initialStateCheck": false - }, - { - "name": "Test", - "type": "Button", - "id": "a0bbd927-54af-4ba8-be59-8470a31efd79", - "expectedControlType": "", - "processors": "", - "interactions": "", - "initialStateCheck": false + "interactions": "" } ], "bindings": [ @@ -152,17 +140,6 @@ "action": "Interact", "isComposite": false, "isPartOfComposite": false - }, - { - "name": "", - "id": "60a650d1-dafb-4f35-bfb4-94d9974472fb", - "path": "/buttonNorth", - "interactions": "", - "processors": "", - "groups": "", - "action": "Test", - "isComposite": false, - "isPartOfComposite": false } ] } From b7d8a101517ee325730ea66abb7b8b623b607ebf Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Thu, 24 Apr 2025 14:42:44 +0200 Subject: [PATCH 17/85] Removed debug comments --- .../InputSystem/Plugins/DualShock/DualShockGamepadHID.cs | 3 +-- Packages/com.unity.inputsystem/InputSystem/State/InputState.cs | 3 +-- 2 files changed, 2 insertions(+), 4 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs index 85325e7ba1..bbf8c798d7 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs @@ -587,8 +587,7 @@ public unsafe void OnStateEvent(InputEventPtr eventPtr) if (!actuated) InputSystem.s_Manager.DontMakeCurrentlyUpdatingDeviceCurrent(); } - - // CALLBACK HERE + InputState.Change(this, eventPtr); } diff --git a/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs b/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs index 06863027f8..fecc612a8a 100644 --- a/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs @@ -74,8 +74,7 @@ public static unsafe void Change(InputDevice device, InputEventPtr eventPtr, Inp throw new ArgumentException( $"State format {stateFormat} from event does not match state format {device.stateBlock.format} of device {device}", nameof(eventPtr)); - - // CALLBACK HERE + InputSystem.s_Manager.UpdateState(device, eventPtr, updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType); } From 69aa686a15ab04e37b6d42a0c0b8e11fcab4d716 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Thu, 24 Apr 2025 14:46:20 +0200 Subject: [PATCH 18/85] Formatting --- .../InputSystem/Plugins/DualShock/DualShockGamepadHID.cs | 2 +- Packages/com.unity.inputsystem/InputSystem/State/InputState.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs index bbf8c798d7..3cb6a963ef 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/DualShock/DualShockGamepadHID.cs @@ -587,7 +587,7 @@ public unsafe void OnStateEvent(InputEventPtr eventPtr) if (!actuated) InputSystem.s_Manager.DontMakeCurrentlyUpdatingDeviceCurrent(); } - + InputState.Change(this, eventPtr); } diff --git a/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs b/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs index fecc612a8a..787b5df377 100644 --- a/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/State/InputState.cs @@ -74,7 +74,7 @@ public static unsafe void Change(InputDevice device, InputEventPtr eventPtr, Inp throw new ArgumentException( $"State format {stateFormat} from event does not match state format {device.stateBlock.format} of device {device}", nameof(eventPtr)); - + InputSystem.s_Manager.UpdateState(device, eventPtr, updateType != default ? updateType : InputSystem.s_Manager.defaultUpdateType); } From 7d07d89910e04200af6477eb4a66e65249599691 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Thu, 24 Apr 2025 14:49:49 +0200 Subject: [PATCH 19/85] Undo debug comment --- .../InputSystem/InputManagerStateMonitors.cs | 1 - 1 file changed, 1 deletion(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs index 96e75f9836..17c95db457 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs @@ -391,7 +391,6 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern var listener = listeners[i]; try { - // CALLBACK HERE listener.monitor.NotifyControlStateChanged(listener.control, time, eventPtr, listener.monitorIndex); } From eed66dc12017b0be43211ae8f872b6c789eb4d5d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Thu, 24 Apr 2025 15:36:17 +0200 Subject: [PATCH 20/85] Further tweaks of logic --- .../InputSystem/Actions/InputActionState.cs | 13 +++++-------- .../InputSystem/InputManager.cs | 3 --- .../InputSystem/InputManagerStateMonitors.cs | 9 +++++---- 3 files changed, 10 insertions(+), 15 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index 2ede4ad2a8..f81432ab8a 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -1517,6 +1517,10 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi } } + // Check if we should suppress interaction processing + var suppressInteractionProcessing = (eventPtr != null) && eventPtr.handled && + InputSystem.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionUpdates; + // Check if we have multiple concurrent actuations on the same action. This may lead us // to ignore certain inputs (e.g. when we get an input of lesser magnitude while already having // one of higher magnitude) or may even lead us to switch to processing a different binding @@ -1538,14 +1542,7 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi } else if (!haveInteractionsOnComposite && !isConflictingInput) { - // Skip further notification if event is handled and our policy suppress notifications. - if (eventPtr != null && eventPtr.handled && InputSystem.inputEventHandledPolicy == - InputEventHandledPolicy.SuppressActionUpdates) - { - return; - } - - // CALLBACK HERE + //if (!suppressInteractionProcessing) ProcessDefaultInteraction(ref trigger, actionIndex); } } diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 574c41d76e..69dcbd8941 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -3923,11 +3923,8 @@ internal unsafe bool UpdateState(InputDevice device, InputUpdateType updateType, } // Notify listeners. - //if (eventPtr == null || !eventPtr.handled) // EDIT - //{ DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceStateChangeListeners, device, eventPtr, k_InputOnDeviceSettingsChangeMarker, "InputSystem.onDeviceStateChange"); - //} // Now that we've committed the new state to memory, if any of the change // monitors fired, let the associated actions know. diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs index 17c95db457..6a54ab86e8 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs @@ -421,11 +421,12 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern if (listeners[n].groupIndex == groupIndex && listeners[n].monitor == listener.monitor) signals.ClearBit(n); } - - // Need to reset it back to false as we may have more signalled state monitors that - // aren't in the same group (i.e. have independent inputs). - eventPtr->handled = false; } + + // Need to reset it back to false as we may have more signalled state monitors that + // aren't in the same group (i.e. have independent inputs). + if (eventPtr->handled) + eventPtr->handled = false; signals.ClearBit(i); } From c39c1c0436ffb3f2713d20e0d83e6dd13415bab1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Mon, 28 Apr 2025 13:23:53 +0200 Subject: [PATCH 21/85] Fixed formatting --- .../InputSystem/InputManagerStateMonitors.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs index 6a54ab86e8..74d72d023b 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs @@ -422,7 +422,7 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern signals.ClearBit(n); } } - + // Need to reset it back to false as we may have more signalled state monitors that // aren't in the same group (i.e. have independent inputs). if (eventPtr->handled) From b82cf28dbf460fa4be1c50a08f6c4b58be2caab9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Wed, 18 Jun 2025 16:21:10 +0200 Subject: [PATCH 22/85] Expanded Rebinding example to show how actions fire in relation to input --- Assets/ActionDebug.cs | 39 + Assets/Samples/RebindingUI/ActionIndicator.cs | 45 + .../RebindingUI/ActionIndicator.cs.meta | 2 + .../RebindUISampleActions.inputactions | 40 +- .../RebindingUI/RebindingUISampleScene.unity | 2242 +++++++++++++---- 5 files changed, 1904 insertions(+), 464 deletions(-) create mode 100644 Assets/ActionDebug.cs create mode 100644 Assets/Samples/RebindingUI/ActionIndicator.cs create mode 100644 Assets/Samples/RebindingUI/ActionIndicator.cs.meta diff --git a/Assets/ActionDebug.cs b/Assets/ActionDebug.cs new file mode 100644 index 0000000000..34183e32a7 --- /dev/null +++ b/Assets/ActionDebug.cs @@ -0,0 +1,39 @@ +// ActionDebug.cs +using UnityEngine; +using UnityEngine.InputSystem; + +public class ActionDebug : MonoBehaviour +{ + public InputActionReference trigger; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + trigger.action.performed += ActionOnPerformed; + trigger.action.canceled += ActionOnCanceled; + trigger.action.started += ActionOnStarted; + trigger.action.Enable(); + } + + private void ActionOnStarted(InputAction.CallbackContext obj) + { + Debug.Log("Action Started"); + } + + private void ActionOnCanceled(InputAction.CallbackContext obj) + { + Debug.Log("Action Canceled"); + } + + private void ActionOnPerformed(InputAction.CallbackContext obj) + { + Debug.Log("Action Performed"); + } + + // Update is called once per frame + void Update() + { + if (trigger.action.WasPerformedThisFrame()) + Debug.Log("Action Performed (Polled Event)"); + } +} diff --git a/Assets/Samples/RebindingUI/ActionIndicator.cs b/Assets/Samples/RebindingUI/ActionIndicator.cs new file mode 100644 index 0000000000..a8b2a5708c --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionIndicator.cs @@ -0,0 +1,45 @@ +using System; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.UI; + +public class ActionUIIndicator : MonoBehaviour +{ + public InputActionReference action; + private Image image; + + void Start() + { + image = GetComponent(); + } + + private void OnEnable() + { + action.action.performed += OnPerformed; + action.action.Enable(); + } + + private void OnDisable() + { + action.action.Disable(); + action.action.performed -= OnPerformed; + } + + private void OnPerformed(InputAction.CallbackContext obj) + { + image.color = ColorWithAlpha(1.0f); + } + + private Color ColorWithAlpha(float alpha) + { + var color = image.color; + return new Color(color.r, color.g, color.b, alpha); + } + + private void Update() + { + var color = image.color; + if (color.a > 0.0f) + image.color = ColorWithAlpha(Mathf.Max(image.color.a - Time.deltaTime * 1.0f, 0.0f)); + } +} diff --git a/Assets/Samples/RebindingUI/ActionIndicator.cs.meta b/Assets/Samples/RebindingUI/ActionIndicator.cs.meta new file mode 100644 index 0000000000..1305f334b0 --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionIndicator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b5c8f13dfafeb5445b872565802d1e44 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions index 0c0478cf71..7ece46e23a 100644 --- a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions +++ b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions @@ -11,7 +11,8 @@ "id": "9d8fcbff-87d1-43ef-857e-931c84d5bd72", "expectedControlType": "Vector2", "processors": "", - "interactions": "" + "interactions": "", + "initialStateCheck": true }, { "name": "Look", @@ -19,7 +20,8 @@ "id": "ddab72da-d325-4b4c-a484-abe4f6bdf113", "expectedControlType": "Vector2", "processors": "", - 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2025 18:10:52 +0200 Subject: [PATCH 23/85] Improvements to rebinding sample to increase visibility of potential side-effects and be more similar to a real game. --- Assets/Samples/RebindingUI/ActionIndicator.cs | 35 +- Assets/Samples/RebindingUI/GameManager.cs | 64 + .../Samples/RebindingUI/GameManager.cs.meta | 2 + Assets/Samples/RebindingUI/RebindActionUI.cs | 12 +- .../Samples/RebindingUI/RebindUIPrefab.prefab | 78 +- .../RebindUISampleActions.inputactions | 31 + .../Samples/RebindingUI/RebindingMaterial.mat | 84 + .../RebindingUI/RebindingMaterial.mat.meta | 8 + .../RebindingUISampleController.cs | 99 + .../RebindingUISampleController.cs.meta | 2 + .../RebindingUI/RebindingUISampleScene.unity | 2537 +++++++++++++++-- 11 files changed, 2612 insertions(+), 340 deletions(-) create mode 100644 Assets/Samples/RebindingUI/GameManager.cs create mode 100644 Assets/Samples/RebindingUI/GameManager.cs.meta create mode 100644 Assets/Samples/RebindingUI/RebindingMaterial.mat create mode 100644 Assets/Samples/RebindingUI/RebindingMaterial.mat.meta create mode 100644 Assets/Samples/RebindingUI/RebindingUISampleController.cs create mode 100644 Assets/Samples/RebindingUI/RebindingUISampleController.cs.meta diff --git a/Assets/Samples/RebindingUI/ActionIndicator.cs b/Assets/Samples/RebindingUI/ActionIndicator.cs index a8b2a5708c..f22d02250c 100644 --- a/Assets/Samples/RebindingUI/ActionIndicator.cs +++ b/Assets/Samples/RebindingUI/ActionIndicator.cs @@ -3,14 +3,31 @@ using UnityEngine.InputSystem; using UnityEngine.UI; +/// +/// A simple visual indicator of action performed. +/// +/// Error handling have been excluded for simplicity. +[RequireComponent(typeof(Image))] public class ActionUIIndicator : MonoBehaviour { + [Tooltip("Reference to the associated action to be visualized.")] public InputActionReference action; - private Image image; + + [Tooltip("The color to show when the associated action is performed.")] + public Color activeColor = Color.green; + + [Tooltip("The color to show when the associated action has not been performed for the specified duration.")] + public Color inactiveColor = Color.black; + + [Tooltip("The duration for which the indicator should be lit before becoming completely inactive.")] + public float duration = 1.0f; + + private double m_RealTimeLastPerformed; + private Image m_Image; void Start() { - image = GetComponent(); + m_Image = GetComponent(); } private void OnEnable() @@ -27,19 +44,13 @@ private void OnDisable() private void OnPerformed(InputAction.CallbackContext obj) { - image.color = ColorWithAlpha(1.0f); - } - - private Color ColorWithAlpha(float alpha) - { - var color = image.color; - return new Color(color.r, color.g, color.b, alpha); + m_RealTimeLastPerformed = Time.realtimeSinceStartupAsDouble; } private void Update() { - var color = image.color; - if (color.a > 0.0f) - image.color = ColorWithAlpha(Mathf.Max(image.color.a - Time.deltaTime * 1.0f, 0.0f)); + var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed; + m_Image.color = duration <= 0.0f ? inactiveColor : Color.Lerp(inactiveColor, activeColor, + (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); } } diff --git a/Assets/Samples/RebindingUI/GameManager.cs b/Assets/Samples/RebindingUI/GameManager.cs new file mode 100644 index 0000000000..879ae00dd5 --- /dev/null +++ b/Assets/Samples/RebindingUI/GameManager.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.InputSystem; + +/// +/// Simple game manager that manages enabling/disabling in-game and UI actions. +/// +public class GameManager : MonoBehaviour +{ + // TODO Its still an issue if we assign UI cancel button in rebinding, + // same goes for keyboard ESC + + public GameObject menu; + public InputActionAsset gameplayActions; + public InputActionReference menuAction; + public InputActionReference exitMenuAction; + public GameObject initiallySelectedGameObject; + + void Start() + { + // Let menu initially be disabled + menu.SetActive(false); + + // Let gameplay actions be initially enabled + gameplayActions.Enable(); + } + + private void OnEnable() + { + menuAction.action.performed += OnMenu; + exitMenuAction.action.performed += OnExitMenu; + } + + private void OnDisable() + { + menuAction.action.performed -= OnMenu; + exitMenuAction.action.performed -= OnExitMenu; + } + + private void OnMenu(InputAction.CallbackContext obj) + { + // Disable gameplay actions while in menu + gameplayActions.Disable(); + + // Enable menu if currently not active + menu.SetActive(true); + + // Make sure EventSystem has a selection to allow gamepad navigation + if (EventSystem.current.currentSelectedGameObject == null) + EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); + } + + private void OnExitMenu(InputAction.CallbackContext obj) + { + if (!menu.activeInHierarchy) + return; + + // Hide menu + menu.SetActive(false); + + // Reenable gameplay actions + gameplayActions.Enable(); + } +} diff --git a/Assets/Samples/RebindingUI/GameManager.cs.meta b/Assets/Samples/RebindingUI/GameManager.cs.meta new file mode 100644 index 0000000000..d1076996dc --- /dev/null +++ b/Assets/Samples/RebindingUI/GameManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ed3fefacb02464eed8e16b719174c7b8 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index 41fe2fc790..2143040282 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -256,12 +256,17 @@ private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool { m_RebindOperation?.Cancel(); // Will null out m_RebindOperation. + var actionWasEnabledPriorToRebind = action.enabled; // Allow restoring enabled state + void CleanUp() { m_RebindOperation?.Dispose(); m_RebindOperation = null; - action.actionMap.Enable(); + // Restore action enabled state based on state prior to rebind + if (actionWasEnabledPriorToRebind) + action.actionMap.Enable(); + m_UIInputActionMap?.Enable(); } @@ -274,8 +279,9 @@ void CleanUp() // character to jump. // // In this example, we explicitly disable both the UI input action map and - // the action map containing the target action. - action.actionMap.Disable(); + // the action map containing the target action if it was initially enabled. + if (actionWasEnabledPriorToRebind) + action.actionMap.Disable(); m_UIInputActionMap?.Disable(); // Configure the rebind. diff --git a/Assets/Samples/RebindingUI/RebindUIPrefab.prefab b/Assets/Samples/RebindingUI/RebindUIPrefab.prefab index afaa29c9b4..e45418a302 100644 --- a/Assets/Samples/RebindingUI/RebindUIPrefab.prefab +++ b/Assets/Samples/RebindingUI/RebindUIPrefab.prefab @@ -29,10 +29,10 @@ RectTransform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + 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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -265,17 +266,17 @@ MonoBehaviour: m_GameObject: {fileID: 3765126000884218416} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 708705254, guid: f70555f144d8491a825f0804e09c671c, type: 3} + m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3} m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1} m_RaycastTarget: 1 + m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} + m_Maskable: 1 m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI, - Version=1.0.0.0, Culture=neutral, PublicKeyToken=null m_FontData: m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} m_FontSize: 14 @@ -319,12 +320,12 @@ RectTransform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 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Culture=neutral, PublicKeyToken=null --- !u!1 &6680292650847612333 GameObject: m_ObjectHideFlags: 0 @@ -430,9 +427,9 @@ RectTransform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 6680292650503350825} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} @@ -456,17 +453,17 @@ MonoBehaviour: m_GameObject: {fileID: 6680292650847612333} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 708705254, guid: f70555f144d8491a825f0804e09c671c, type: 3} + m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3} m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1} m_RaycastTarget: 1 + m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} + m_Maskable: 1 m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI, - Version=1.0.0.0, Culture=neutral, PublicKeyToken=null m_FontData: m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} m_FontSize: 14 @@ -510,10 +507,10 @@ RectTransform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 8386609434156804226} m_Father: {fileID: 6680292650503350825} - m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} @@ -537,17 +534,17 @@ MonoBehaviour: m_GameObject: {fileID: 8384654220190448158} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3} + m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} m_Color: {r: 1, g: 1, b: 1, a: 1} m_RaycastTarget: 1 + m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} + m_Maskable: 1 m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI, - Version=1.0.0.0, Culture=neutral, PublicKeyToken=null m_Sprite: {fileID: 10905, guid: 0000000000000000f000000000000000, type: 0} m_Type: 1 m_PreserveAspect: 0 @@ -557,6 +554,7 @@ MonoBehaviour: m_FillClockwise: 1 m_FillOrigin: 0 m_UseSpriteMesh: 0 + m_PixelsPerUnitMultiplier: 1 --- !u!114 &4168522202458225171 MonoBehaviour: m_ObjectHideFlags: 0 @@ -566,11 +564,12 @@ MonoBehaviour: m_GameObject: {fileID: 8384654220190448158} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 1392445389, guid: f70555f144d8491a825f0804e09c671c, type: 3} + m_Script: {fileID: 11500000, guid: 4e29b1a8efbd4b44bb3f3716e73f07ff, type: 3} m_Name: m_EditorClassIdentifier: m_Navigation: m_Mode: 3 + m_WrapAround: 0 m_SelectOnUp: {fileID: 0} m_SelectOnDown: {fileID: 0} m_SelectOnLeft: {fileID: 0} @@ -578,9 +577,9 @@ MonoBehaviour: m_Transition: 1 m_Colors: m_NormalColor: {r: 1, g: 1, b: 1, a: 1} - m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1} + m_HighlightedColor: {r: 0.7877358, g: 0.89941245, b: 1, a: 1} m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} - m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1} + m_SelectedColor: {r: 0.078431375, g: 0.64705884, b: 1, a: 1} m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608} m_ColorMultiplier: 1 m_FadeDuration: 0.1 @@ -601,6 +600,7 @@ MonoBehaviour: m_PersistentCalls: m_Calls: - m_Target: {fileID: 6680292650503350826} + m_TargetAssemblyTypeName: m_MethodName: StartInteractiveRebind m_Mode: 1 m_Arguments: @@ -611,5 +611,3 @@ MonoBehaviour: m_StringArgument: m_BoolArgument: 0 m_CallState: 2 - m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0, - Culture=neutral, PublicKeyToken=null diff --git a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions index 7ece46e23a..52a6f5cf8c 100644 --- a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions +++ b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions @@ -40,6 +40,15 @@ "processors": "", "interactions": "", "initialStateCheck": false + }, + { + "name": "Menu", + "type": "Button", + "id": "e9611426-b2b5-4d32-8f80-0044aa66c3ee", + "expectedControlType": "", + "processors": "", + "interactions": "", + "initialStateCheck": false } ], "bindings": [ @@ -174,6 +183,28 @@ "action": "Use", "isComposite": false, "isPartOfComposite": false + }, + { + "name": "", + "id": "a30d4e10-5144-403d-bb4a-31cd1981cac8", + "path": "/escape", + "interactions": "", + "processors": "", + "groups": ";Keyboard", + "action": "Menu", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "1a4b7cba-58ea-424f-8773-ccf95ac70960", + "path": "/start", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Menu", + "isComposite": false, + "isPartOfComposite": false } ] } diff --git a/Assets/Samples/RebindingUI/RebindingMaterial.mat b/Assets/Samples/RebindingUI/RebindingMaterial.mat new file mode 100644 index 0000000000..b4933651c3 --- /dev/null +++ b/Assets/Samples/RebindingUI/RebindingMaterial.mat @@ -0,0 +1,84 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: RebindingMaterial + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + 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b/Assets/Samples/RebindingUI/RebindingUISampleController.cs new file mode 100644 index 0000000000..6129d2f0d4 --- /dev/null +++ b/Assets/Samples/RebindingUI/RebindingUISampleController.cs @@ -0,0 +1,99 @@ +using System; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.InputSystem.Controls; + +// Note: Error handling has been excluded from this script since not the main focus of example. + +[RequireComponent(typeof(MeshRenderer))] +public class RebindingUISampleController : MonoBehaviour +{ + public GameObject target; + public GameObject secondaryTarget; + public InputActionReference move; + public InputActionReference look; + public InputActionReference interact; + public InputActionReference use; + public InputActionReference menu; + + public float movementSpeed = 10.0f; + + private Material m_Material; + private Vector3 m_TargetPosition; + private Vector3 m_TargetEulerAngles; + private Color m_TargetColor; + private float m_TargetScale = 1.0f; + + private static readonly Color[] Colors = { Color.red, Color.green, new Color(0.2f, 0.2f, 1.0f), Color.yellow }; + private static readonly int Color1 = Shader.PropertyToID("_Color"); + + private int m_ColorIndex; + + private void Start() + { + m_Material = GetComponent().sharedMaterial; + m_TargetColor = Colors[m_ColorIndex]; + } + + private void OnEnable() + { + if (target != null) + m_TargetPosition = target.transform.position; + + move?.action?.Enable(); + look?.action?.Enable(); + interact?.action?.Enable(); + use?.action?.Enable(); + } + + private void OnDisable() + { + move?.action?.Disable(); + look?.action?.Disable(); + interact?.action?.Disable(); + use?.action?.Disable(); + } + + private void Update() + { + // When we "Move" we add to the target position + if (move != null && move.action != null) + m_TargetPosition += (Vector3)(move.action.ReadValue() * Time.deltaTime * movementSpeed); + + // When we "Look" we rotate the target object relative to its current orientation. + if (look != null && look.action != null && target != null) + { + // If the underlying control is a relative control we should not scale with time. + // If the underlying control is absolute, we sample magnitude with elapsed time + // to convert absolute movement to movement per time unit. + var timeInvariant = (look.action.activeControl is DeltaControl); + var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; + + target.transform.Rotate(Vector3.up, look.action.ReadValue().x * -1.0f * scale, Space.World); + target.transform.Rotate(Vector3.right, look.action.ReadValue().y * 1.0f * scale, Space.World); + } + + // When we "Interact", we move to the next target color + if (interact.action.WasPressedThisFrame()) + m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; + + // When we "Use", we toggle scale of secondary object + if (use.action.WasPerformedThisFrame()) + m_TargetScale = (Mathf.Approximately(m_TargetScale, 0.0f) ? 1.0f : 0.0f); + + // Animate towards target position, target material color + if (target != null) + target.transform.position = Vector3.Lerp(target.transform.position, m_TargetPosition, Time.deltaTime * movementSpeed); + if (m_Material != null) + m_Material.SetColor(Color1, Color.Lerp(m_Material.color, m_TargetColor, Time.deltaTime * 2.0f)); + + // Animate scale of secondary object + if (secondaryTarget != null) + { + var scale = Mathf.Lerp(secondaryTarget.transform.localScale.x, m_TargetScale, + Time.deltaTime * 10.0f); + secondaryTarget.transform.localScale = new Vector3(scale, scale, scale); + } + } +} diff --git a/Assets/Samples/RebindingUI/RebindingUISampleController.cs.meta b/Assets/Samples/RebindingUI/RebindingUISampleController.cs.meta new file mode 100644 index 0000000000..0dae3ec0a4 --- /dev/null +++ b/Assets/Samples/RebindingUI/RebindingUISampleController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0a97c93226e2448b2ac01ab952c481e7 \ No newline at end of file diff --git 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yyyy-mm-dd +### Changed +- Expanded `RebindingUISample` to include a "game mode" state and a "menu state" to be more similar to a real game. Also added action-performed indicators illustrating when actions get triggered. + ### Added - Support for Xbox controllers over USB on macOS, using macOS's default driver. [ISXB-1548] - Added a new run-time setting `InputSystem.inputEventHandledPolicy` which allows changing how the system processes input events marked as "handled". The new alternative setting (not default) allows for allowing handled events to propagate into state changes but still suppresses action interactions from being processed. +- Added a new fluent API `WithSuppressedActionPropagation()` to `UnityEngine.InputSystem.InputActionRebindingExtensions` that allows suppressing actions from firing during interactive rebinding while allowing state updates to avoid actions triggering after state event suppression (default). ISXB-1546. ### Fixed - Fixed an analytics event being invoked twice when the Save button in the Actions view was pressed. [ISXB-1378](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1378) @@ -35,6 +39,7 @@ however, it has to be formatted properly to pass verification tests. - Fixed TrackedPoseDriver stops updating position and rotation when device is added after its initialization. [ISXB-1555](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1555) - Fixed PlayerInput component not working with C# Wrappers (ISXB-1535). This reverted changes done to fix [ISXB-920](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-920) but users can now fix it themselves. - Fixed an issue in `RebindingUISample` that fired actions bound to the same control as the target control in a rebinding process. ISXB-1524. +- Fixed an issue in `RebindingUISample` preventing UI navigation without Keyboard and Mouse present. ## [1.14.0] - 2025-03-20 From eaa9295feafd3b9a39213bd7e7b9debdd69f2e72 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 24 Jun 2025 22:06:36 +0200 Subject: [PATCH 26/85] Removed policy property from InputSystem and made the enum type internal. --- .../Actions/InputActionRebindingExtensions.cs | 6 ++--- .../InputSystem/Actions/InputActionState.cs | 2 +- .../Events/InputEventHandledPolicy.cs | 2 +- .../InputSystem/InputManager.cs | 18 ++++++++++++++ .../InputSystem/InputSystem.cs | 24 ------------------- 5 files changed, 23 insertions(+), 29 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 31e0bfaae0..846fc74f27 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -2124,8 +2124,8 @@ public RebindingOperation Start() m_StartTime = InputState.currentTime; - m_SavedInputEventHandledPolicy = InputSystem.inputEventHandledPolicy; - InputSystem.inputEventHandledPolicy = m_TargetInputEventHandledPolicy; + m_SavedInputEventHandledPolicy = InputSystem.s_Manager.inputEventHandledPolicy; + InputSystem.s_Manager.inputEventHandledPolicy = m_TargetInputEventHandledPolicy; if (m_WaitSecondsAfterMatch > 0 || m_Timeout > 0) { @@ -2627,7 +2627,7 @@ private void ResetAfterMatchCompleted() UnhookOnEvent(); UnhookOnAfterUpdate(); - InputSystem.inputEventHandledPolicy = m_SavedInputEventHandledPolicy; + InputSystem.s_Manager.inputEventHandledPolicy = m_SavedInputEventHandledPolicy; } private void ThrowIfRebindInProgress() diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index 9301277dd9..e5733dfecd 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -1521,7 +1521,7 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi // Check if we should suppress interaction processing var suppressInteractionProcessing = (eventPtr != null) && eventPtr.handled && - InputSystem.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionUpdates; + InputSystem.s_Manager.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionUpdates; // Check if we have multiple concurrent actuations on the same action. This may lead us // to ignore certain inputs (e.g. when we get an input of lesser magnitude while already having diff --git a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs index a8902cc19c..8e185b8496 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs @@ -4,7 +4,7 @@ namespace UnityEngine.InputSystem.LowLevel /// Policy defining how the Input System will react to instances marked as /// (Or marked handled via ). /// - public enum InputEventHandledPolicy + internal enum InputEventHandledPolicy { /// /// Input events will be discarded directly and not propagate for state changes. diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 46429675f9..149ae008d3 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -210,6 +210,24 @@ public float pollingFrequency } } + /// + /// The policy to be applied when processing input events that has been marked as "handled" by setting + /// or to true. + /// + /// + /// The default setting of this property is which + /// implies that events are completely suppressed which means that associated state will not be updated. + /// Hence, any state dependent classes such as or associated interactions will + /// not be updated either. A side-effect of this setting is that succeeding events that are not suppressed + /// may trigger new unexpected events since they may trigger state changes due to monitoring instances not + /// seeing previous changes. + /// + /// The setting will instead allow state change + /// propagation to happen, including updating interaction state, but will instead suppress any associated + /// notifications. + /// + /// If attempting to set this property to an unsupported + /// value. internal InputEventHandledPolicy inputEventHandledPolicy { get => m_InputEventHandledPolicy; diff --git a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs index e17edd9288..10b5dfa98e 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputSystem.cs @@ -1382,30 +1382,6 @@ public static float pollingFrequency set => s_Manager.pollingFrequency = value; } - /// - /// The policy to be applied when processing input events that has been marked as "handled" by setting - /// or to true. - /// - /// - /// The default setting of this property is which - /// implies that events are completely suppressed which means that associated state will not be updated. - /// Hence, any state dependent classes such as or associated interactions will - /// not be updated either. A side-effect of this setting is that succeeding events that are not suppressed - /// may trigger new unexpected events since they may trigger state changes due to monitoring instances not - /// seeing previous changes. - /// - /// The setting will instead allow state change - /// propagation to happen, including updating interaction state, but will instead suppress any associated - /// notifications. - /// - /// If attempting to set this property to an unsupported - /// value. - public static InputEventHandledPolicy inputEventHandledPolicy - { - get => s_Manager.inputEventHandledPolicy; - set => s_Manager.inputEventHandledPolicy = value; - } - /// /// Add a new device by instantiating the given device layout. /// From 3191c2e6322e0c758492f027bf5f0c2b9f4afbf1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 24 Jun 2025 22:07:20 +0200 Subject: [PATCH 27/85] Reformatted files --- Assets/Samples/RebindingUI/ActionIndicator.cs | 18 +++++++++--------- Assets/Samples/RebindingUI/GameManager.cs | 14 +++++++------- Assets/Samples/RebindingUI/RebindActionUI.cs | 4 ++-- .../RebindingUI/RebindingUISampleController.cs | 14 +++++++------- .../RebindingUI/RebindingUISampleScene.unity | 9 --------- Assets/Tests/InputSystem/CoreTests_Events.cs | 16 ++++++++-------- Packages/com.unity.inputsystem/CHANGELOG.md | 2 +- 7 files changed, 34 insertions(+), 43 deletions(-) diff --git a/Assets/Samples/RebindingUI/ActionIndicator.cs b/Assets/Samples/RebindingUI/ActionIndicator.cs index f22d02250c..b30e7e4215 100644 --- a/Assets/Samples/RebindingUI/ActionIndicator.cs +++ b/Assets/Samples/RebindingUI/ActionIndicator.cs @@ -12,30 +12,30 @@ public class ActionUIIndicator : MonoBehaviour { [Tooltip("Reference to the associated action to be visualized.")] public InputActionReference action; - + [Tooltip("The color to show when the associated action is performed.")] - public Color activeColor = Color.green; - + public Color activeColor = Color.green; + [Tooltip("The color to show when the associated action has not been performed for the specified duration.")] public Color inactiveColor = Color.black; - + [Tooltip("The duration for which the indicator should be lit before becoming completely inactive.")] public float duration = 1.0f; - + private double m_RealTimeLastPerformed; private Image m_Image; - + void Start() { m_Image = GetComponent(); } - + private void OnEnable() { action.action.performed += OnPerformed; action.action.Enable(); } - + private void OnDisable() { action.action.Disable(); @@ -50,7 +50,7 @@ private void OnPerformed(InputAction.CallbackContext obj) private void Update() { var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed; - m_Image.color = duration <= 0.0f ? inactiveColor : Color.Lerp(inactiveColor, activeColor, + m_Image.color = duration <= 0.0f ? inactiveColor : Color.Lerp(inactiveColor, activeColor, (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); } } diff --git a/Assets/Samples/RebindingUI/GameManager.cs b/Assets/Samples/RebindingUI/GameManager.cs index 879ae00dd5..20b7a0b6fd 100644 --- a/Assets/Samples/RebindingUI/GameManager.cs +++ b/Assets/Samples/RebindingUI/GameManager.cs @@ -9,18 +9,18 @@ public class GameManager : MonoBehaviour { // TODO Its still an issue if we assign UI cancel button in rebinding, // same goes for keyboard ESC - + public GameObject menu; public InputActionAsset gameplayActions; public InputActionReference menuAction; public InputActionReference exitMenuAction; public GameObject initiallySelectedGameObject; - + void Start() { // Let menu initially be disabled menu.SetActive(false); - + // Let gameplay actions be initially enabled gameplayActions.Enable(); } @@ -41,10 +41,10 @@ private void OnMenu(InputAction.CallbackContext obj) { // Disable gameplay actions while in menu gameplayActions.Disable(); - + // Enable menu if currently not active menu.SetActive(true); - + // Make sure EventSystem has a selection to allow gamepad navigation if (EventSystem.current.currentSelectedGameObject == null) EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); @@ -54,10 +54,10 @@ private void OnExitMenu(InputAction.CallbackContext obj) { if (!menu.activeInHierarchy) return; - + // Hide menu menu.SetActive(false); - + // Reenable gameplay actions gameplayActions.Enable(); } diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index 2143040282..6d26651398 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -257,7 +257,7 @@ private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool m_RebindOperation?.Cancel(); // Will null out m_RebindOperation. var actionWasEnabledPriorToRebind = action.enabled; // Allow restoring enabled state - + void CleanUp() { m_RebindOperation?.Dispose(); @@ -266,7 +266,7 @@ void CleanUp() // Restore action enabled state based on state prior to rebind if (actionWasEnabledPriorToRebind) action.actionMap.Enable(); - + m_UIInputActionMap?.Enable(); } diff --git a/Assets/Samples/RebindingUI/RebindingUISampleController.cs b/Assets/Samples/RebindingUI/RebindingUISampleController.cs index 6129d2f0d4..64fa54b829 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleController.cs +++ b/Assets/Samples/RebindingUI/RebindingUISampleController.cs @@ -16,9 +16,9 @@ public class RebindingUISampleController : MonoBehaviour public InputActionReference interact; public InputActionReference use; public InputActionReference menu; - + public float movementSpeed = 10.0f; - + private Material m_Material; private Vector3 m_TargetPosition; private Vector3 m_TargetEulerAngles; @@ -40,7 +40,7 @@ private void OnEnable() { if (target != null) m_TargetPosition = target.transform.position; - + move?.action?.Enable(); look?.action?.Enable(); interact?.action?.Enable(); @@ -60,7 +60,7 @@ private void Update() // When we "Move" we add to the target position if (move != null && move.action != null) m_TargetPosition += (Vector3)(move.action.ReadValue() * Time.deltaTime * movementSpeed); - + // When we "Look" we rotate the target object relative to its current orientation. if (look != null && look.action != null && target != null) { @@ -69,15 +69,15 @@ private void Update() // to convert absolute movement to movement per time unit. var timeInvariant = (look.action.activeControl is DeltaControl); var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; - + target.transform.Rotate(Vector3.up, look.action.ReadValue().x * -1.0f * scale, Space.World); target.transform.Rotate(Vector3.right, look.action.ReadValue().y * 1.0f * scale, Space.World); } - + // When we "Interact", we move to the next target color if (interact.action.WasPressedThisFrame()) m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; - + // When we "Use", we toggle scale of secondary object if (use.action.WasPerformedThisFrame()) m_TargetScale = (Mathf.Approximately(m_TargetScale, 0.0f) ? 1.0f : 0.0f); diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 317a9c5232..40b26ff9c2 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -4259,7 +4259,6 @@ GameObject: m_Component: - component: {fileID: 1183078599} - component: {fileID: 1183078598} - - component: {fileID: 1183078597} m_Layer: 0 m_Name: Main Camera m_TagString: MainCamera @@ -4267,14 +4266,6 @@ GameObject: m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 ---- !u!81 &1183078597 -AudioListener: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1183078596} - m_Enabled: 1 --- !u!20 &1183078598 Camera: m_ObjectHideFlags: 0 diff --git a/Assets/Tests/InputSystem/CoreTests_Events.cs b/Assets/Tests/InputSystem/CoreTests_Events.cs index c1e176458b..3ee1dd1fc5 100644 --- a/Assets/Tests/InputSystem/CoreTests_Events.cs +++ b/Assets/Tests/InputSystem/CoreTests_Events.cs @@ -1229,20 +1229,20 @@ class SuppressedActionEventData public void EventHandledPolicy_ShouldReflectUserSetting() { // Assert default setting - Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); // Assert policy can be changed - InputSystem.inputEventHandledPolicy = InputEventHandledPolicy.SuppressActionUpdates; - Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressActionUpdates)); + InputSystem.s_Manager.inputEventHandledPolicy = InputEventHandledPolicy.SuppressActionUpdates; + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressActionUpdates)); // Assert policy can be changed back - InputSystem.inputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; - Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); + InputSystem.s_Manager.inputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); // Assert setting property to an invalid value throws exception and do not have side-effects Assert.Throws(() => - InputSystem.inputEventHandledPolicy = (InputEventHandledPolicy)123456); - Assert.That(InputSystem.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); + InputSystem.s_Manager.inputEventHandledPolicy = (InputEventHandledPolicy)123456); + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); } [TestCase(InputEventHandledPolicy.SuppressStateUpdates, @@ -1255,7 +1255,7 @@ public void Events_ShouldRespectHandledPolicyUponUpdate(InputEventHandledPolicy int[] expectedProcessed, int[] expectedCancelled) // EDIT { // Update setting to match desired scenario - InputSystem.inputEventHandledPolicy = policy; + InputSystem.s_Manager.inputEventHandledPolicy = policy; // Use a boxed boolean to allow lambda to capture reference. var data = new SuppressedActionEventData(); diff --git a/Packages/com.unity.inputsystem/CHANGELOG.md b/Packages/com.unity.inputsystem/CHANGELOG.md index c310964830..f0cf691e8f 100644 --- a/Packages/com.unity.inputsystem/CHANGELOG.md +++ b/Packages/com.unity.inputsystem/CHANGELOG.md @@ -11,7 +11,7 @@ however, it has to be formatted properly to pass verification tests. ## [Unreleased] - yyyy-mm-dd ### Changed -- Expanded `RebindingUISample` to include a "game mode" state and a "menu state" to be more similar to a real game. Also added action-performed indicators illustrating when actions get triggered. +- Expanded `RebindingUISample` to include a "game mode" state and a "menu state" to be more similar to a real game. Also added action-performed indicators illustrating when actions get triggered. ### Added - Support for Xbox controllers over USB on macOS, using macOS's default driver. [ISXB-1548] From 8500e3e107fe7afc3665127b21d269ec7b426de6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 09:55:20 +0200 Subject: [PATCH 28/85] Minor tweaks to sample, expanded test coverage, temporary avoid deserialization in Input Manager --- Assets/Samples/RebindingUI/GameManager.cs | 2 + .../Samples/RebindingUI/RebindingMaterial.mat | 2 +- .../RebindingUI/RebindingUISampleScene.unity | 4 +- Assets/Tests/InputSystem/CoreTests_Events.cs | 141 +++++++++++++----- .../InputSystem/Actions/InputActionState.cs | 22 +-- .../InputSystem/InputManager.cs | 2 +- .../InputSystem/InputManagerStateMonitors.cs | 2 +- 7 files changed, 124 insertions(+), 51 deletions(-) diff --git a/Assets/Samples/RebindingUI/GameManager.cs b/Assets/Samples/RebindingUI/GameManager.cs index 20b7a0b6fd..6cb1f8f8d4 100644 --- a/Assets/Samples/RebindingUI/GameManager.cs +++ b/Assets/Samples/RebindingUI/GameManager.cs @@ -52,6 +52,8 @@ private void OnMenu(InputAction.CallbackContext obj) private void OnExitMenu(InputAction.CallbackContext obj) { + // TODO We cannot do this without first cancelling rebinding + if (!menu.activeInHierarchy) return; diff --git a/Assets/Samples/RebindingUI/RebindingMaterial.mat b/Assets/Samples/RebindingUI/RebindingMaterial.mat index 52c398fc4b..c3176d8c04 100644 --- a/Assets/Samples/RebindingUI/RebindingMaterial.mat +++ b/Assets/Samples/RebindingUI/RebindingMaterial.mat @@ -79,7 +79,7 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 1, g: 0, b: 1.1e-44, a: 1} + - _Color: {r: 0.9995672, g: 0.9212032, b: 0.016187144, a: 1} - _EmissionColor: {r: 0.27450982, g: 0.078431375, b: 0.19607843, a: 1} m_BuildTextureStacks: [] m_AllowLocking: 1 diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 40b26ff9c2..1c6da3a74b 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -892,7 +892,7 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 0 m_LineSpacing: 1 - m_Text: Move + m_Text: Navigate --- !u!222 &323438533 CanvasRenderer: m_ObjectHideFlags: 0 @@ -2255,7 +2255,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: b5c8f13dfafeb5445b872565802d1e44, type: 3} m_Name: m_EditorClassIdentifier: - action: {fileID: -4334443723673744087, guid: 100b460020a15704692cc0ec34331d8a, type: 3} + action: {fileID: -64187129634329061, guid: 100b460020a15704692cc0ec34331d8a, type: 3} activeColor: {r: 0, g: 1, b: 0, a: 1} inactiveColor: {r: 0, g: 0, b: 0, a: 1} duration: 1 diff --git a/Assets/Tests/InputSystem/CoreTests_Events.cs b/Assets/Tests/InputSystem/CoreTests_Events.cs index 3ee1dd1fc5..a222a821d9 100644 --- a/Assets/Tests/InputSystem/CoreTests_Events.cs +++ b/Assets/Tests/InputSystem/CoreTests_Events.cs @@ -1216,14 +1216,6 @@ public void Events_CanPreventEventsFromBeingProcessed() Assert.That(device.rightTrigger.ReadValue(), Is.EqualTo(0.0).Within(0.00001)); } - class SuppressedActionEventData - { - public bool markNextEventHandled; - public int startedCount; - public int performedCount; - public int canceledCount; - } - [Test] [Category("Events")] public void EventHandledPolicy_ShouldReflectUserSetting() @@ -1245,14 +1237,40 @@ public void EventHandledPolicy_ShouldReflectUserSetting() Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); } + class SuppressedActionEventData + { + public bool MarkNextEventHandled; + public int StartedCount; + public int PerformedCount; + public int CanceledCount; + } + + // Note that each element in the expected value arrays correspond to accumulated count per test step. + [TestCase(InputEventHandledPolicy.SuppressStateUpdates, // policy + null, // interactions + new int[] { 0, 0, 1, 1, 2}, // started + new int[] { 0, 0, 1, 1, 2}, // performed + new int[] {0, 0, 0, 1, 1})] // cancelled + [TestCase(InputEventHandledPolicy.SuppressActionUpdates, + null, + new int[] { 0, 0, 0, 0, 1}, + new int[] { 0, 0, 0, 0, 1}, + new int[] {0, 0, 0, 0, 0})] [TestCase(InputEventHandledPolicy.SuppressStateUpdates, - new int[] { 0, 0, 1, 1}, new int[] {0, 0, 0, 1})] + "press", + new int[] { 0, 0, 1, 1, 2}, + new int[] { 0, 0, 1, 1, 2}, + new int[] {0, 0, 0, 1, 1})] [TestCase(InputEventHandledPolicy.SuppressActionUpdates, - new int[] { 0, 0, 0, 0}, new int[] {0, 0, 0, 0})] + "press", + new int[] { 0, 0, 0, 0, 1}, + new int[] { 0, 0, 0, 0, 1}, + new int[] {0, 0, 0, 0, 0})] [Category("Events")] - [Description("ISXB-1524 Events suppressed has side-effects on actions when based on polling")] - public void Events_ShouldRespectHandledPolicyUponUpdate(InputEventHandledPolicy policy, - int[] expectedProcessed, int[] expectedCancelled) // EDIT + [Description("ISXB-1524, ISXB-1396 Events suppressed has side-effects on actions")] + public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransition( + InputEventHandledPolicy policy, string interactions, + int[] expectedStarted, int[] expectedPerformed, int[] expectedCancelled) { // Update setting to match desired scenario InputSystem.s_Manager.inputEventHandledPolicy = policy; @@ -1264,42 +1282,91 @@ public void Events_ShouldRespectHandledPolicyUponUpdate(InputEventHandledPolicy (inputEvent, _) => { // If we mark the event handled, the system should skip it and not - // let it go to the device. - inputEvent.handled = data.markNextEventHandled; + // let it go to the device (SuppressStateUpdates) or let it propagate + // but not fire actions (SuppressActionUpdates). + inputEvent.handled = data.MarkNextEventHandled; }; var device = InputSystem.AddDevice(); - var action = new InputAction(type: InputActionType.Button, binding: "/buttonNorth"); + var action = new InputAction(type: InputActionType.Button, + binding: "/buttonNorth", + interactions: interactions); action.Enable(); - action.started += _ => ++ data.startedCount; - action.performed += _ => ++ data.performedCount; - action.canceled += _ => ++ data.canceledCount; + action.started += _ => ++ data.StartedCount; + action.performed += _ => ++ data.PerformedCount; + action.canceled += _ => ++ data.CanceledCount; // Ensure state is updated/initialized InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.01f, 0.0f) }); InputSystem.Update(); - Assert.That(data.performedCount, Is.EqualTo(expectedProcessed[0])); - Assert.That(data.canceledCount, Is.EqualTo(expectedCancelled[0])); - - // Press button north with event suppression active - data.markNextEventHandled = true; - InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.00f, 0.01f) }.WithButton(GamepadButton.North)); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[0])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[0])); + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[0])); + var performedThisFrame = expectedPerformed[0] != 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + var releasedThisFrame = expectedCancelled[0] != 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + // TODO Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.False); <-- TODO Needs separate handling, just suppress? + + // Press button north and left stick with event suppression active + data.MarkNextEventHandled = true; + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(1.00f, 0.01f) } + .WithButton(GamepadButton.North)); InputSystem.Update(); - Assert.That(data.performedCount, Is.EqualTo(expectedProcessed[1])); - Assert.That(data.canceledCount, Is.EqualTo(expectedCancelled[1])); - - // Simulate a periodic reading, this will trigger performed count - data.markNextEventHandled = false; - InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.01f, 0.00f) }.WithButton(GamepadButton.North)); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[1])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[1])); + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[1])); + performedThisFrame = expectedPerformed[1] - expectedPerformed[0] > 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + releasedThisFrame = expectedCancelled[1] - expectedCancelled[0] > 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + // TODO Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(expectedPerformed[1] - expectedPerformed[0] > 0)); + + // Simulate a periodic reading (e.g. driven by noise or irrelevant control), this will trigger performed count. + // Note that for SuppressStateUpdates (default), this would trigger a state change since North button + // transitions from 0 to 1 which is considered a press. + data.MarkNextEventHandled = false; + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.99f, 0.00f) } + .WithButton(GamepadButton.North)); InputSystem.Update(); - Assert.That(data.performedCount, Is.EqualTo(expectedProcessed[2])); // Firing without actual change - Assert.That(data.canceledCount, Is.EqualTo(expectedCancelled[2])); - - // Release button north + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[2])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[2])); // Firing without actual change + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[2])); + performedThisFrame = expectedPerformed[2] - expectedPerformed[1] > 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + releasedThisFrame = expectedCancelled[2] - expectedCancelled[1] > 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + // TODO Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(expectedPerformed[2] - expectedPerformed[1] > 0)); + + // Release button north and stick while no longer being suppressed. This may result in a release if + // previous event was completely ignored without updating interaction state. InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.00f, 0.01f) }); InputSystem.Update(); - Assert.That(data.performedCount, Is.EqualTo(expectedProcessed[3])); - Assert.That(data.canceledCount, Is.EqualTo(expectedCancelled[3])); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[3])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[3])); + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[3])); + performedThisFrame = expectedPerformed[3] - expectedPerformed[2] > 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + releasedThisFrame = expectedCancelled[3] - expectedCancelled[2] > 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + // TODO Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(expectedPerformed[3] - expectedPerformed[2] > 0)); + + // Press button north and stick again while not being suppressed. + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.99f, 0.00f) } + .WithButton(GamepadButton.North)); + InputSystem.Update(); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[4])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[4])); + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[4])); + performedThisFrame = expectedPerformed[4] - expectedPerformed[3] > 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + releasedThisFrame = expectedCancelled[4] - expectedCancelled[3] > 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); } [StructLayout(LayoutKind.Explicit, Size = 2)] diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index e5733dfecd..fc7fdb651b 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -1520,7 +1520,7 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi } // Check if we should suppress interaction processing - var suppressInteractionProcessing = (eventPtr != null) && eventPtr.handled && + var suppressActionProcessing = (eventPtr != null) && eventPtr.handled && InputSystem.s_Manager.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionUpdates; // Check if we have multiple concurrent actuations on the same action. This may lead us @@ -1531,8 +1531,10 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi var isConflictingInput = IsConflictingInput(ref trigger, actionIndex); bindingStatePtr = &bindingStates[trigger.bindingIndex]; // IsConflictingInput may switch us to a different binding. + // TODO Potentially we need to move suppression down to indicators/callbacks, this may be too blunt + // Process button presses/releases. - if (!isConflictingInput) + if (!isConflictingInput && !suppressActionProcessing) ProcessButtonState(ref trigger, actionIndex, bindingStatePtr); // If we have interactions, let them do all the processing. The presence of an interaction @@ -1540,12 +1542,13 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi var interactionCount = bindingStatePtr->interactionCount; if (interactionCount > 0 && !bindingStatePtr->isPartOfComposite) { - ProcessInteractions(ref trigger, bindingStatePtr->interactionStartIndex, interactionCount); + if (!suppressActionProcessing) + ProcessInteractions(ref trigger, bindingStatePtr->interactionStartIndex, interactionCount); } else if (!haveInteractionsOnComposite && !isConflictingInput) { - //if (!suppressInteractionProcessing) - ProcessDefaultInteraction(ref trigger, actionIndex); + if (!suppressActionProcessing) // <-- This solves it for default interaction + ProcessDefaultInteraction(ref trigger, actionIndex); } } finally @@ -1573,6 +1576,7 @@ private void ProcessButtonState(ref TriggerState trigger, int actionIndex, Bindi if (controlActuation <= pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold) bindingStatePtr->pressTime = 0d; + // TODO Point of interest (polled events) var actuation = trigger.magnitude; var actionState = &actionStates[actionIndex]; if (!actionState->isPressed && actuation >= pressPoint) @@ -1947,7 +1951,7 @@ private void ProcessDefaultInteraction(ref TriggerState trigger, int actionIndex var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint; if (actuation >= threshold) { - // CALLBACK HERE + // CALLBACK HERE! ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Performed); } @@ -2365,8 +2369,8 @@ private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState tri // Ignore if action is disabled. var actionState = &actionStates[actionIndex]; - if (actionState->isDisabled) - return true; + if (actionState->isDisabled /*|| InputSystem.s_Manager.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionUpdates*/) + return true; // <--- Could be relevant // We mark the action as in-processing while we execute its phase transitions and perform // callbacks. The callbacks may alter system state such that the action may get disabled @@ -2406,7 +2410,7 @@ private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState tri } else if (actionState->phase != newPhase || newPhase == InputActionPhase.Performed) // We allow Performed to trigger repeatedly. { - // CALLBACK HERE + // CALLBACK HERE! ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger, isDisablingAction: newPhase == InputActionPhase.Canceled && phaseAfterPerformedOrCanceled == InputActionPhase.Disabled); if (!actionState->inProcessing) diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 149ae008d3..112c1008c8 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -4161,7 +4161,7 @@ internal void RestoreStateWithoutDevices(SerializedState state) scrollDeltaBehavior = state.scrollDeltaBehavior; m_Metrics = state.metrics; m_PollingFrequency = state.pollingFrequency; - m_InputEventHandledPolicy = state.inputEventHandledPolicy; + m_InputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; // TODO Make sure we always restore: state.inputEventHandledPolicy; if (m_Settings != null) Object.DestroyImmediate(m_Settings); diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs index 74d72d023b..d5e0b6432c 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs @@ -426,7 +426,7 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern // Need to reset it back to false as we may have more signalled state monitors that // aren't in the same group (i.e. have independent inputs). if (eventPtr->handled) - eventPtr->handled = false; + eventPtr->handled = previouslyHandled; signals.ClearBit(i); } From ca3e1cc0e2b0620a3b107d9ff000ae1c8d02ea43 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 10:15:54 +0200 Subject: [PATCH 29/85] Renamed files, converted action indicators to prefabs and replaced them with prefab overrides to reduce scene file size --- ...ndicator.cs => RebindUIActionIndicator.cs} | 2 +- ...s.meta => RebindUIActionIndicator.cs.meta} | 0 .../RebindUIActionIndicator.prefab | 174 ++ .../RebindUIActionIndicator.prefab.meta | 7 + ...{GameManager.cs => RebindUIGameManager.cs} | 5 +- ...er.cs.meta => RebindUIGameManager.cs.meta} | 0 .../Samples/RebindingUI/RebindingMaterial.mat | 2 +- .../RebindingUI/RebindingUISampleScene.unity | 2361 ++++++++--------- 8 files changed, 1235 insertions(+), 1316 deletions(-) rename Assets/Samples/RebindingUI/{ActionIndicator.cs => RebindUIActionIndicator.cs} (96%) rename Assets/Samples/RebindingUI/{ActionIndicator.cs.meta => RebindUIActionIndicator.cs.meta} (100%) create mode 100644 Assets/Samples/RebindingUI/RebindUIActionIndicator.prefab create mode 100644 Assets/Samples/RebindingUI/RebindUIActionIndicator.prefab.meta rename Assets/Samples/RebindingUI/{GameManager.cs => RebindUIGameManager.cs} (91%) rename Assets/Samples/RebindingUI/{GameManager.cs.meta => RebindUIGameManager.cs.meta} (100%) diff --git a/Assets/Samples/RebindingUI/ActionIndicator.cs b/Assets/Samples/RebindingUI/RebindUIActionIndicator.cs similarity index 96% rename from Assets/Samples/RebindingUI/ActionIndicator.cs rename to Assets/Samples/RebindingUI/RebindUIActionIndicator.cs index b30e7e4215..eab3cf72b9 100644 --- a/Assets/Samples/RebindingUI/ActionIndicator.cs +++ b/Assets/Samples/RebindingUI/RebindUIActionIndicator.cs @@ -8,7 +8,7 @@ /// /// Error handling have been excluded for simplicity. 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[Tooltip("Reference to the associated action to be visualized.")] - public InputActionReference action; - - [Tooltip("The color to show when the associated action is performed.")] - public Color activeColor = Color.green; - - [Tooltip("The color to show when the associated action has not been performed for the specified duration.")] - public Color inactiveColor = Color.black; - - [Tooltip("The duration for which the indicator should be lit before becoming completely inactive.")] - public float duration = 1.0f; - - private double m_RealTimeLastPerformed; - private Image m_Image; - - void Start() - { - m_Image = GetComponent(); - } - - private void OnEnable() - { - action.action.performed += OnPerformed; - action.action.Enable(); - } - - private void OnDisable() - { - action.action.Disable(); - action.action.performed -= OnPerformed; - } - - private void OnPerformed(InputAction.CallbackContext obj) - { - m_RealTimeLastPerformed = Time.realtimeSinceStartupAsDouble; - } - - private void Update() + /// + /// A simple visual indicator of action performed. + /// + /// Error handling have been excluded for simplicity. + [RequireComponent(typeof(Image))] + public class RebindUIActionIndicator : MonoBehaviour { - var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed; - m_Image.color = duration <= 0.0f ? inactiveColor : Color.Lerp(inactiveColor, activeColor, - (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); + [Tooltip("Reference to the associated action to be visualized.")] + public InputActionReference action; + + [Tooltip("The color to show when the associated action is performed.")] + public Color activeColor = Color.green; + + [Tooltip("The color to show when the associated action has not been performed for the specified duration.")] + public Color inactiveColor = Color.black; + + [Tooltip("The duration for which the indicator should be lit before becoming completely inactive.")] + public float duration = 1.0f; + + private double m_RealTimeLastPerformed; + private Image m_Image; + + void Start() + { + m_Image = GetComponent(); + } + + private void OnEnable() + { + action.action.performed += OnPerformed; + action.action.Enable(); + } + + private void OnDisable() + { + action.action.Disable(); + action.action.performed -= OnPerformed; + } + + private void OnPerformed(InputAction.CallbackContext obj) + { + m_RealTimeLastPerformed = Time.realtimeSinceStartupAsDouble; + } + + private void Update() + { + var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed; + m_Image.color = duration <= 0.0f + ? inactiveColor + : Color.Lerp(inactiveColor, activeColor, + (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); + } } } diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index 8943c800a6..7650f18c60 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -1,63 +1,88 @@ -using UnityEngine; using UnityEngine.EventSystems; -using UnityEngine.InputSystem; -/// -/// Simple game manager that manages enabling/disabling in-game and UI actions. -/// -public class RebindUIGameManager : MonoBehaviour +namespace UnityEngine.InputSystem.Samples.RebindUI { - public GameObject menu; - public InputActionAsset gameplayActions; - public InputActionReference menuAction; - public InputActionReference exitMenuAction; - public GameObject initiallySelectedGameObject; - - void Start() + /// + /// Simple game manager that manages enabling/disabling in-game and UI actions. + /// + public class RebindUIGameManager : MonoBehaviour { - // Let menu initially be disabled - menu.SetActive(false); + public GameObject menu; + public InputActionAsset gameplayActions; + public InputActionReference menuAction; + public InputActionReference exitMenuAction; - // Let gameplay actions be initially enabled - gameplayActions.Enable(); - } + private enum GameState + { + Initializing, + Playing, + RebindingMenu + } - private void OnEnable() - { - menuAction.action.performed += OnMenu; - exitMenuAction.action.performed += OnExitMenu; - } + private GameState m_CurrentState = GameState.Initializing; - private void OnDisable() - { - menuAction.action.performed -= OnMenu; - exitMenuAction.action.performed -= OnExitMenu; - } + void Start() + { + SetState(GameState.Playing); - private void OnMenu(InputAction.CallbackContext obj) - { - // Disable gameplay actions while in menu - gameplayActions.Disable(); + // Let menu initially be disabled + menu.SetActive(false); - // Enable menu if currently not active - menu.SetActive(true); + // Let gameplay actions be initially enabled + gameplayActions.Enable(); + } - // Make sure EventSystem has a selection to allow gamepad navigation - if (EventSystem.current.currentSelectedGameObject == null) - EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); - } + private void SetState(GameState newState) + { + // Abort if there is no change to state + if (newState == m_CurrentState) + return; - private void OnExitMenu(InputAction.CallbackContext obj) - { - // TODO We cannot do this without first cancelling rebinding + switch (newState) + { + // Entering game mode: enable in-game actions, show menu + case GameState.Playing: + gameplayActions.Enable(); + menu.SetActive(false); + break; + + // Entering menu: disable in-game actions, hide menu, make sure we have selection + case GameState.RebindingMenu: + gameplayActions.Disable(); + menu.SetActive(true); + if (EventSystem.current.currentSelectedGameObject == null) + EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); + break; + + case GameState.Initializing: + default: + break; + } + + // Update current state + m_CurrentState = newState; + } + + private void OnMenu(InputAction.CallbackContext obj) + { + SetState(GameState.RebindingMenu); + } - if (!menu.activeInHierarchy) - return; + private void OnExitMenu(InputAction.CallbackContext obj) + { + SetState(GameState.Playing); + } - // Hide menu - menu.SetActive(false); + private void OnEnable() + { + menuAction.action.performed += OnMenu; + exitMenuAction.action.performed += OnExitMenu; + } - // Reenable gameplay actions - gameplayActions.Enable(); + private void OnDisable() + { + menuAction.action.performed -= OnMenu; + exitMenuAction.action.performed -= OnExitMenu; + } } } diff --git a/Assets/Samples/RebindingUI/RebindUIPrefab.prefab b/Assets/Samples/RebindingUI/RebindUIPrefab.prefab index e45418a302..a9a5577774 100644 --- a/Assets/Samples/RebindingUI/RebindUIPrefab.prefab +++ b/Assets/Samples/RebindingUI/RebindUIPrefab.prefab @@ -98,10 +98,10 @@ MonoBehaviour: m_SelectOnRight: {fileID: 0} m_Transition: 1 m_Colors: - m_NormalColor: {r: 1, g: 1, b: 1, a: 1} - m_HighlightedColor: {r: 0.7882353, g: 0.9019608, b: 1, a: 1} + m_NormalColor: {r: 0.25, g: 0.3071429, b: 0.45, a: 1} + m_HighlightedColor: {r: 0.36173913, g: 0.4408696, b: 0.65, a: 1} m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} - m_SelectedColor: {r: 0.078431375, g: 0.64705884, b: 1, a: 1} + m_SelectedColor: {r: 0.8679245, g: 0.4550042, b: 0.045033824, a: 1} m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608} m_ColorMultiplier: 1 m_FadeDuration: 0.1 @@ -191,7 +191,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} - m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1} + m_Color: {r: 0.8901961, g: 0.8901961, b: 0.8901961, a: 1} m_RaycastTarget: 1 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 @@ -270,7 +270,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} - m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1} + m_Color: {r: 0.8901961, g: 0.8901961, b: 0.8901961, a: 1} m_RaycastTarget: 1 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 @@ -457,7 +457,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} - m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1} + m_Color: {r: 0.8901961, g: 0.8901961, b: 0.8901961, a: 1} m_RaycastTarget: 1 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 @@ -467,7 +467,7 @@ MonoBehaviour: m_FontData: m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} m_FontSize: 14 - m_FontStyle: 0 + m_FontStyle: 1 m_BestFit: 0 m_MinSize: 10 m_MaxSize: 40 @@ -576,10 +576,10 @@ MonoBehaviour: m_SelectOnRight: {fileID: 0} m_Transition: 1 m_Colors: - m_NormalColor: {r: 1, g: 1, b: 1, a: 1} - m_HighlightedColor: {r: 0.7877358, g: 0.89941245, b: 1, a: 1} + m_NormalColor: {r: 0.2509804, g: 0.30588236, b: 0.4509804, a: 1} + m_HighlightedColor: {r: 0.36078432, g: 0.4392157, b: 0.6509804, a: 1} m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} - m_SelectedColor: {r: 0.078431375, g: 0.64705884, b: 1, a: 1} + m_SelectedColor: {r: 0.8666667, g: 0.45490196, b: 0.043137256, a: 1} m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608} m_ColorMultiplier: 1 m_FadeDuration: 0.1 diff --git a/Assets/Samples/RebindingUI/RebindingMaterial.mat b/Assets/Samples/RebindingUI/RebindingMaterial.mat index d20bab97b5..81e48cd2b6 100644 --- a/Assets/Samples/RebindingUI/RebindingMaterial.mat +++ b/Assets/Samples/RebindingUI/RebindingMaterial.mat @@ -79,7 +79,7 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 0.20000027, g: 0.20000029, b: 0.99999887, a: 1} + - _Color: {r: 1, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0.27450982, g: 0.078431375, b: 0.19607843, a: 1} m_BuildTextureStacks: [] m_AllowLocking: 1 diff --git a/Assets/Samples/RebindingUI/RebindingUISampleController.cs b/Assets/Samples/RebindingUI/RebindingUISampleController.cs index 64fa54b829..3344f226cd 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleController.cs +++ b/Assets/Samples/RebindingUI/RebindingUISampleController.cs @@ -6,94 +6,97 @@ // Note: Error handling has been excluded from this script since not the main focus of example. -[RequireComponent(typeof(MeshRenderer))] -public class RebindingUISampleController : MonoBehaviour +namespace UnityEngine.InputSystem.Samples.RebindUI { - public GameObject target; - public GameObject secondaryTarget; - public InputActionReference move; - public InputActionReference look; - public InputActionReference interact; - public InputActionReference use; - public InputActionReference menu; - - public float movementSpeed = 10.0f; - - private Material m_Material; - private Vector3 m_TargetPosition; - private Vector3 m_TargetEulerAngles; - private Color m_TargetColor; - private float m_TargetScale = 1.0f; - - private static readonly Color[] Colors = { Color.red, Color.green, new Color(0.2f, 0.2f, 1.0f), Color.yellow }; - private static readonly int Color1 = Shader.PropertyToID("_Color"); - - private int m_ColorIndex; - - private void Start() + [RequireComponent(typeof(MeshRenderer))] + public class RebindingUISampleController : MonoBehaviour { - m_Material = GetComponent().sharedMaterial; - m_TargetColor = Colors[m_ColorIndex]; - } + public GameObject target; + public GameObject secondaryTarget; + public InputActionReference move; + public InputActionReference look; + public InputActionReference interact; + public InputActionReference use; + public InputActionReference menu; - private void OnEnable() - { - if (target != null) - m_TargetPosition = target.transform.position; + public float movementSpeed = 10.0f; - move?.action?.Enable(); - look?.action?.Enable(); - interact?.action?.Enable(); - use?.action?.Enable(); - } + private Material m_Material; + private Vector3 m_TargetPosition; + private Vector3 m_TargetEulerAngles; + private Color m_TargetColor; + private float m_TargetScale = 1.0f; - private void OnDisable() - { - move?.action?.Disable(); - look?.action?.Disable(); - interact?.action?.Disable(); - use?.action?.Disable(); - } + private static readonly Color[] Colors = { Color.red, Color.green, new Color(0.2f, 0.2f, 1.0f), Color.yellow }; + private static readonly int Color1 = Shader.PropertyToID("_Color"); - private void Update() - { - // When we "Move" we add to the target position - if (move != null && move.action != null) - m_TargetPosition += (Vector3)(move.action.ReadValue() * Time.deltaTime * movementSpeed); + private int m_ColorIndex; - // When we "Look" we rotate the target object relative to its current orientation. - if (look != null && look.action != null && target != null) + private void Start() { - // If the underlying control is a relative control we should not scale with time. - // If the underlying control is absolute, we sample magnitude with elapsed time - // to convert absolute movement to movement per time unit. - var timeInvariant = (look.action.activeControl is DeltaControl); - var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; - - target.transform.Rotate(Vector3.up, look.action.ReadValue().x * -1.0f * scale, Space.World); - target.transform.Rotate(Vector3.right, look.action.ReadValue().y * 1.0f * scale, Space.World); + m_Material = GetComponent().sharedMaterial; + m_TargetColor = Colors[m_ColorIndex]; } - // When we "Interact", we move to the next target color - if (interact.action.WasPressedThisFrame()) - m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; + private void OnEnable() + { + if (target != null) + m_TargetPosition = target.transform.position; - // When we "Use", we toggle scale of secondary object - if (use.action.WasPerformedThisFrame()) - m_TargetScale = (Mathf.Approximately(m_TargetScale, 0.0f) ? 1.0f : 0.0f); + move?.action?.Enable(); + look?.action?.Enable(); + interact?.action?.Enable(); + use?.action?.Enable(); + } - // Animate towards target position, target material color - if (target != null) - target.transform.position = Vector3.Lerp(target.transform.position, m_TargetPosition, Time.deltaTime * movementSpeed); - if (m_Material != null) - m_Material.SetColor(Color1, Color.Lerp(m_Material.color, m_TargetColor, Time.deltaTime * 2.0f)); + private void OnDisable() + { + move?.action?.Disable(); + look?.action?.Disable(); + interact?.action?.Disable(); + use?.action?.Disable(); + } - // Animate scale of secondary object - if (secondaryTarget != null) + private void Update() { - var scale = Mathf.Lerp(secondaryTarget.transform.localScale.x, m_TargetScale, - Time.deltaTime * 10.0f); - secondaryTarget.transform.localScale = new Vector3(scale, scale, scale); + // When we "Move" we add to the target position + if (move != null && move.action != null) + m_TargetPosition += (Vector3)(move.action.ReadValue() * Time.deltaTime * movementSpeed); + + // When we "Look" we rotate the target object relative to its current orientation. + if (look != null && look.action != null && target != null) + { + // If the underlying control is a relative control we should not scale with time. + // If the underlying control is absolute, we sample magnitude with elapsed time + // to convert absolute movement to movement per time unit. + var timeInvariant = (look.action.activeControl is DeltaControl); + var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; + + target.transform.Rotate(Vector3.up, look.action.ReadValue().x * -1.0f * scale, Space.World); + target.transform.Rotate(Vector3.right, look.action.ReadValue().y * 1.0f * scale, Space.World); + } + + // When we "Interact", we move to the next target color + if (interact.action.WasPressedThisFrame()) + m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; + + // When we "Use", we toggle scale of secondary object + if (use.action.WasPerformedThisFrame()) + m_TargetScale = (Mathf.Approximately(m_TargetScale, 0.0f) ? 1.0f : 0.0f); + + // Animate towards target position, target material color + if (target != null) + target.transform.position = Vector3.Lerp(target.transform.position, m_TargetPosition, Time.deltaTime * movementSpeed); + if (m_Material != null) + m_Material.SetColor(Color1, Color.Lerp(m_Material.color, m_TargetColor, Time.deltaTime * 2.0f)); + + // Animate scale of secondary object + if (secondaryTarget != null) + { + var scale = Mathf.Lerp(secondaryTarget.transform.localScale.x, m_TargetScale, + Time.deltaTime * 10.0f); + secondaryTarget.transform.localScale = new Vector3(scale, scale, scale); + } } } } diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index eb3c1fd22d..3bb7bf1b98 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -314,7 +314,188 @@ MonoBehaviour: type: 3} exitMenuAction: {fileID: 273729934076485498, guid: 100b460020a15704692cc0ec34331d8a, type: 3} - 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target: {fileID: 690190895482579582, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_Text - value: W/A/S/D + value: Delta objectReference: {fileID: 0} - target: {fileID: 6680292650503350822, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -5082,7 +5614,7 @@ PrefabInstance: - target: {fileID: 6680292650847612335, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_Text - value: Move + value: Look objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] @@ -5286,7 +5818,7 @@ GameObject: - component: {fileID: 1880645691} - component: {fileID: 1880645690} m_Layer: 5 - m_Name: Title + m_Name: KeyboardTitle m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 @@ -5308,7 +5840,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1} - m_AnchoredPosition: {x: 0, y: -48} + m_AnchoredPosition: {x: 14.08, y: -48} m_SizeDelta: {x: 192.1, y: 31.700012} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &1880645690 @@ -5324,7 +5856,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} - m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1} + m_Color: {r: 0.89411765, g: 0.89411765, b: 0.89411765, a: 1} m_RaycastTarget: 0 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 @@ -5510,7 +6042,7 @@ RectTransform: m_AnchorMin: {x: 0.5, y: 0} m_AnchorMax: {x: 0.5, y: 0} m_AnchoredPosition: {x: 0, y: 45.6} - m_SizeDelta: {x: 394.3, y: 106.377625} + m_SizeDelta: {x: 300, y: 106.377625} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &2047020841 MonoBehaviour: @@ -5545,8 +6077,8 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 0 m_LineSpacing: 1 - m_Text: Press UI "Cancel" binding at any point to toggle between the game and rebinding - menu modes. Defaults to "Esc" (Keyboard), "Button East" (Gamepad). + m_Text: "Press \"Esc\" (Keyboard) or \n\"Start\" (Gamepad) to toggle \nrebinding + menu (defaults)." --- !u!222 &2047020842 CanvasRenderer: m_ObjectHideFlags: 0 From 40771cbdf6374304d29a9dd91973e680316c911b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 16:02:44 +0200 Subject: [PATCH 31/85] Clean-up of rebinding sample --- .../{RebindUIActionIndicator.cs => InputActionIndicator.cs} | 0 ...bindUIActionIndicator.cs.meta => InputActionIndicator.cs.meta} | 0 2 files changed, 0 insertions(+), 0 deletions(-) rename Assets/Samples/RebindingUI/{RebindUIActionIndicator.cs => InputActionIndicator.cs} (100%) rename Assets/Samples/RebindingUI/{RebindUIActionIndicator.cs.meta => InputActionIndicator.cs.meta} (100%) diff --git a/Assets/Samples/RebindingUI/RebindUIActionIndicator.cs b/Assets/Samples/RebindingUI/InputActionIndicator.cs similarity index 100% rename from Assets/Samples/RebindingUI/RebindUIActionIndicator.cs rename to Assets/Samples/RebindingUI/InputActionIndicator.cs diff --git a/Assets/Samples/RebindingUI/RebindUIActionIndicator.cs.meta b/Assets/Samples/RebindingUI/InputActionIndicator.cs.meta similarity index 100% rename from Assets/Samples/RebindingUI/RebindUIActionIndicator.cs.meta rename to Assets/Samples/RebindingUI/InputActionIndicator.cs.meta From af8ad8b9c26c5df8c6197a1be91172a9af984d89 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 16:02:57 +0200 Subject: [PATCH 32/85] Cleanup of rebinding sample --- .../RebindingUI/InputActionIndicator.cs | 5 +- ...tor.prefab => InputActionIndicator.prefab} | 2 +- ....meta => InputActionIndicator.prefab.meta} | 0 .../Samples/RebindingUI/InvokeUnityEvent.cs | 35 +++++++++ .../RebindingUI/InvokeUnityEvent.cs.meta | 2 + .../RebindingUI/RebindUIGameManager.cs | 76 +++++++++++-------- .../RebindUISampleActions.inputactions | 32 +++++--- .../RebindingUI/RebindingUISampleScene.unity | 74 ++++++++++++------ 8 files changed, 156 insertions(+), 70 deletions(-) rename Assets/Samples/RebindingUI/{RebindUIActionIndicator.prefab => InputActionIndicator.prefab} (99%) rename Assets/Samples/RebindingUI/{RebindUIActionIndicator.prefab.meta => InputActionIndicator.prefab.meta} (100%) create mode 100644 Assets/Samples/RebindingUI/InvokeUnityEvent.cs create mode 100644 Assets/Samples/RebindingUI/InvokeUnityEvent.cs.meta diff --git a/Assets/Samples/RebindingUI/InputActionIndicator.cs b/Assets/Samples/RebindingUI/InputActionIndicator.cs index 6aa7aede0c..4177e093b1 100644 --- a/Assets/Samples/RebindingUI/InputActionIndicator.cs +++ b/Assets/Samples/RebindingUI/InputActionIndicator.cs @@ -10,7 +10,7 @@ namespace UnityEngine.InputSystem.Samples.RebindUI /// /// Error handling have been excluded for simplicity. [RequireComponent(typeof(Image))] - public class RebindUIActionIndicator : MonoBehaviour + public class InputActionIndicator : MonoBehaviour { [Tooltip("Reference to the associated action to be visualized.")] public InputActionReference action; @@ -27,9 +27,10 @@ public class RebindUIActionIndicator : MonoBehaviour private double m_RealTimeLastPerformed; private Image m_Image; - void Start() + void Awake() { m_Image = GetComponent(); + Update(); } private void OnEnable() diff --git a/Assets/Samples/RebindingUI/RebindUIActionIndicator.prefab b/Assets/Samples/RebindingUI/InputActionIndicator.prefab similarity index 99% rename from Assets/Samples/RebindingUI/RebindUIActionIndicator.prefab rename to Assets/Samples/RebindingUI/InputActionIndicator.prefab index 815a934d8e..0a2d14b8ba 100644 --- a/Assets/Samples/RebindingUI/RebindUIActionIndicator.prefab +++ b/Assets/Samples/RebindingUI/InputActionIndicator.prefab @@ -13,7 +13,7 @@ GameObject: - component: {fileID: 4442569273011091735} - component: {fileID: 8586258032687207620} m_Layer: 5 - m_Name: RebindUIActionIndicator + m_Name: InputActionIndicator m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 diff --git a/Assets/Samples/RebindingUI/RebindUIActionIndicator.prefab.meta b/Assets/Samples/RebindingUI/InputActionIndicator.prefab.meta similarity index 100% rename from Assets/Samples/RebindingUI/RebindUIActionIndicator.prefab.meta rename to Assets/Samples/RebindingUI/InputActionIndicator.prefab.meta diff --git a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs new file mode 100644 index 0000000000..e5d0ec28a7 --- /dev/null +++ b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs @@ -0,0 +1,35 @@ +using UnityEngine.Events; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// A simple component that deactivates a target when action is performed. + /// + public class InvokeUnityEvent : MonoBehaviour + { + [Tooltip("The input action that triggers the Unity event when performed.")] + public InputActionReference action; + + [Tooltip("The Unity event to be invoked when action is performed.")] + public UnityEvent onPerformed; + + private void OnEnable() + { + // Register callback when component is enabled + if (action != null && action.action != null) + action.action.performed += OnActionPerformed; + } + + private void OnDisable() + { + // Unregister callback when component is disabled + if (action != null && action.action != null) + action.action.performed -= OnActionPerformed; + } + + private void OnActionPerformed(InputAction.CallbackContext context) + { + onPerformed?.Invoke(); + } + } +} diff --git a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs.meta b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs.meta new file mode 100644 index 0000000000..b3789f951d --- /dev/null +++ b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 83ad383eb7f4143f388de7a2a7e17738 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index 7650f18c60..f42916ada2 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -5,13 +5,34 @@ namespace UnityEngine.InputSystem.Samples.RebindUI /// /// Simple game manager that manages enabling/disabling in-game and UI actions. /// + /// State transitions happens per frame and hence handles throttling. public class RebindUIGameManager : MonoBehaviour { + [Tooltip("The in-game menu object to be activated and deactivated when menu is toggled (Required).")] public GameObject menu; + + [Tooltip("The gameplay actions to be disabled when exiting game mode and enabled when entering game mode (Required).")] public InputActionAsset gameplayActions; - public InputActionReference menuAction; - public InputActionReference exitMenuAction; - + + [Tooltip("The input action to be used to toggle menu (Required).")] + public InputActionReference toggleMenuAction; + + /// + /// Toggles between game state and rebinding menu state. + /// + public void ToggleMenu() + { + switch (m_CurrentState) + { + case GameState.Playing: + m_NextState = GameState.RebindingMenu; + break; + case GameState.RebindingMenu: + m_NextState = GameState.Playing; + break; + } + } + private enum GameState { Initializing, @@ -20,23 +41,16 @@ private enum GameState } private GameState m_CurrentState = GameState.Initializing; - - void Start() - { - SetState(GameState.Playing); - - // Let menu initially be disabled - menu.SetActive(false); - - // Let gameplay actions be initially enabled - gameplayActions.Enable(); - } - + private GameState m_NextState = GameState.Playing; + private void SetState(GameState newState) { // Abort if there is no change to state if (newState == m_CurrentState) return; + + // Update current state + m_CurrentState = newState; switch (newState) { @@ -46,43 +60,39 @@ private void SetState(GameState newState) menu.SetActive(false); break; - // Entering menu: disable in-game actions, hide menu, make sure we have selection + // Entering menu: disable in-game actions, hide menu, make sure we have selection. + // Also make sure or toggle menu action is enabled in case its part of gameplay actions. case GameState.RebindingMenu: gameplayActions.Disable(); + toggleMenuAction.action.Enable(); menu.SetActive(true); if (EventSystem.current.currentSelectedGameObject == null) EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); break; - - case GameState.Initializing: - default: - break; } - - // Update current state - m_CurrentState = newState; + + Debug.Log(m_CurrentState); } - private void OnMenu(InputAction.CallbackContext obj) + private void OnToggleMenu(InputAction.CallbackContext obj) { - SetState(GameState.RebindingMenu); + ToggleMenu(); } - private void OnExitMenu(InputAction.CallbackContext obj) + private void OnEnable() { - SetState(GameState.Playing); + toggleMenuAction.action.performed += OnToggleMenu; } - private void OnEnable() + private void OnDisable() { - menuAction.action.performed += OnMenu; - exitMenuAction.action.performed += OnExitMenu; + toggleMenuAction.action.performed -= OnToggleMenu; } - private void OnDisable() + private void Update() { - menuAction.action.performed -= OnMenu; - exitMenuAction.action.performed -= OnExitMenu; + if (m_CurrentState != m_NextState) + SetState(m_NextState); } } } diff --git a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions index 52a6f5cf8c..a33a278591 100644 --- a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions +++ b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions @@ -40,15 +40,6 @@ "processors": "", "interactions": "", "initialStateCheck": false - }, - { - "name": "Menu", - "type": "Button", - "id": "e9611426-b2b5-4d32-8f80-0044aa66c3ee", - "expectedControlType": "", - "processors": "", - "interactions": "", - "initialStateCheck": false } ], "bindings": [ @@ -183,10 +174,27 @@ "action": "Use", "isComposite": false, "isPartOfComposite": false - }, + } + ] + }, + { + "name": "Common", + "id": "2bbff6e4-ede9-4e3a-8f82-d588abe8c348", + "actions": [ + { + "name": "Menu", + "type": "Button", + "id": "50dde025-01a5-4349-9e15-df9f730275b1", + "expectedControlType": "", + "processors": "", + "interactions": "", + "initialStateCheck": false + } + ], + "bindings": [ { "name": "", - "id": "a30d4e10-5144-403d-bb4a-31cd1981cac8", + "id": "51a4896f-3b5f-4c33-b1e4-048f093e6ec1", "path": "/escape", "interactions": "", "processors": "", @@ -197,7 +205,7 @@ }, { "name": "", - "id": "1a4b7cba-58ea-424f-8773-ccf95ac70960", + "id": "0b7a5efe-7a20-45db-8406-ccca75733d10", "path": "/start", "interactions": "", "processors": "", diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 3bb7bf1b98..755f4c28a2 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -273,6 +273,7 @@ GameObject: m_Component: - component: {fileID: 51853244} - component: {fileID: 51853245} + - component: {fileID: 51853246} m_Layer: 0 m_Name: GameManager m_TagString: Untagged @@ -310,10 +311,21 @@ MonoBehaviour: menu: {fileID: 508436405} gameplayActions: {fileID: -944628639613478452, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} - menuAction: {fileID: -5192579202481869335, guid: 7dead05c54ca85b4681351aafd8bd03a, - type: 3} - exitMenuAction: {fileID: 273729934076485498, guid: 100b460020a15704692cc0ec34331d8a, + toggleMenuAction: {fileID: -2195523558945053078, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} +--- !u!114 &51853246 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 51853243} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5b6c2da2db9374dada6761b5e35121c8, type: 3} + m_Name: + m_EditorClassIdentifier: + actions: {fileID: -944628639613478452, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} --- !u!1001 &67962919 PrefabInstance: m_ObjectHideFlags: 0 @@ -447,12 +459,12 @@ PrefabInstance: type: 3} propertyPath: m_Action value: - objectReference: {fileID: -5192579202481869335, guid: 7dead05c54ca85b4681351aafd8bd03a, + objectReference: {fileID: -2195523558945053078, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_BindingId - value: 1a4b7cba-58ea-424f-8773-ccf95ac70960 + value: 0b7a5efe-7a20-45db-8406-ccca75733d10 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -473,7 +485,9 @@ PrefabInstance: - target: {fileID: 6680292650847612335, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_Text - value: Menu + value: 'Menu + +' objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] @@ -1594,6 +1608,7 @@ GameObject: - component: {fileID: 508436406} - component: {fileID: 508436408} - component: {fileID: 508436407} + - component: {fileID: 508436409} m_Layer: 5 m_Name: RebindMenu m_TagString: Untagged @@ -1660,6 +1675,35 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 508436405} m_CullTransparentMesh: 0 +--- !u!114 &508436409 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 508436405} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 83ad383eb7f4143f388de7a2a7e17738, type: 3} + m_Name: + m_EditorClassIdentifier: + action: {fileID: 273729934076485498, guid: 100b460020a15704692cc0ec34331d8a, type: 3} + onPerformed: + m_PersistentCalls: + m_Calls: + - m_Target: {fileID: 51853245} + m_TargetAssemblyTypeName: UnityEngine.InputSystem.Samples.RebindUI.RebindUIGameManager, + Unity.InputSystem.RebindingUI + m_MethodName: ToggleMenu + m_Mode: 1 + m_Arguments: + m_ObjectArgument: {fileID: 0} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 2 --- !u!224 &510051365 stripped RectTransform: m_CorrespondingSourceObject: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, @@ -2929,7 +2973,6 @@ GameObject: - component: {fileID: 861395294} - component: {fileID: 861395293} - component: {fileID: 861395292} - - component: {fileID: 861395296} m_Layer: 5 m_Name: Canvas m_TagString: Untagged @@ -3025,19 +3068,6 @@ RectTransform: m_AnchoredPosition: {x: 0, y: 0} m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0, y: 0} ---- !u!114 &861395296 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 861395291} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 5b6c2da2db9374dada6761b5e35121c8, type: 3} - m_Name: - m_EditorClassIdentifier: - actions: {fileID: -944628639613478452, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} --- !u!1 &862809802 GameObject: m_ObjectHideFlags: 0 @@ -4222,12 +4252,12 @@ PrefabInstance: type: 3} propertyPath: m_Action value: - objectReference: {fileID: -5192579202481869335, guid: 7dead05c54ca85b4681351aafd8bd03a, + objectReference: {fileID: -2195523558945053078, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_BindingId - value: a30d4e10-5144-403d-bb4a-31cd1981cac8 + value: 51a4896f-3b5f-4c33-b1e4-048f093e6ec1 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} From f3fb1f720e15332cfc303ba541b23dbc17efb228 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 16:03:24 +0200 Subject: [PATCH 33/85] Formatting --- Assets/Samples/RebindingUI/InvokeUnityEvent.cs | 2 +- Assets/Samples/RebindingUI/RebindUIGameManager.cs | 14 +++++++------- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs index e5d0ec28a7..b706aa26d2 100644 --- a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs +++ b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs @@ -9,7 +9,7 @@ public class InvokeUnityEvent : MonoBehaviour { [Tooltip("The input action that triggers the Unity event when performed.")] public InputActionReference action; - + [Tooltip("The Unity event to be invoked when action is performed.")] public UnityEvent onPerformed; diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index f42916ada2..e39ed2ec8d 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -10,13 +10,13 @@ public class RebindUIGameManager : MonoBehaviour { [Tooltip("The in-game menu object to be activated and deactivated when menu is toggled (Required).")] public GameObject menu; - + [Tooltip("The gameplay actions to be disabled when exiting game mode and enabled when entering game mode (Required).")] public InputActionAsset gameplayActions; - + [Tooltip("The input action to be used to toggle menu (Required).")] public InputActionReference toggleMenuAction; - + /// /// Toggles between game state and rebinding menu state. /// @@ -32,7 +32,7 @@ public void ToggleMenu() break; } } - + private enum GameState { Initializing, @@ -42,13 +42,13 @@ private enum GameState private GameState m_CurrentState = GameState.Initializing; private GameState m_NextState = GameState.Playing; - + private void SetState(GameState newState) { // Abort if there is no change to state if (newState == m_CurrentState) return; - + // Update current state m_CurrentState = newState; @@ -70,7 +70,7 @@ private void SetState(GameState newState) EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); break; } - + Debug.Log(m_CurrentState); } From f98f4ecccf105ac6131528fead36b2f65ec0a3a3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 16:41:25 +0200 Subject: [PATCH 34/85] Minor tweaks to rebinding sample and added support for showing disabled state to indicators --- .../RebindingUI/InputActionIndicator.cs | 46 ++++- .../Samples/RebindingUI/RebindingMaterial.mat | 2 +- .../RebindingUI/RebindingUISampleScene.unity | 164 ++++++++++++++++-- 3 files changed, 190 insertions(+), 22 deletions(-) diff --git a/Assets/Samples/RebindingUI/InputActionIndicator.cs b/Assets/Samples/RebindingUI/InputActionIndicator.cs index 4177e093b1..a3511975cb 100644 --- a/Assets/Samples/RebindingUI/InputActionIndicator.cs +++ b/Assets/Samples/RebindingUI/InputActionIndicator.cs @@ -1,6 +1,4 @@ using System; -using UnityEngine; -using UnityEngine.InputSystem; using UnityEngine.UI; namespace UnityEngine.InputSystem.Samples.RebindUI @@ -20,16 +18,21 @@ public class InputActionIndicator : MonoBehaviour [Tooltip("The color to show when the associated action has not been performed for the specified duration.")] public Color inactiveColor = Color.black; + + [Tooltip("The color to show when the associated action is disabled")] + public Color disabledColor = Color.red; [Tooltip("The duration for which the indicator should be lit before becoming completely inactive.")] public float duration = 1.0f; private double m_RealTimeLastPerformed; private Image m_Image; + private Text m_Text; void Awake() { m_Image = GetComponent(); + m_Text = GetComponent(); Update(); } @@ -52,11 +55,40 @@ private void OnPerformed(InputAction.CallbackContext obj) private void Update() { - var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed; - m_Image.color = duration <= 0.0f - ? inactiveColor - : Color.Lerp(inactiveColor, activeColor, - (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); + if (action.action.enabled) + { + // Pulse active color if enabled + var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed; + m_Image.color = duration <= 0.0f + ? inactiveColor + : Color.Lerp(inactiveColor, activeColor, + (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); + } + else + { + // Show disabled indicator if disabled + if (m_Image.color != disabledColor) + m_Image.color = disabledColor; + } + } + + // We want the label for the action name to update in edit mode, too, so + // we kick that off from here. +#if UNITY_EDITOR + protected void OnValidate() + { + UpdateActionLabel(); + } +#endif + + private void UpdateActionLabel() + { + if (m_Text == null) + return; + if (action != null && action.action != null) + m_Text.text = action.name; + else + m_Text.text = string.Empty; } } } diff --git a/Assets/Samples/RebindingUI/RebindingMaterial.mat b/Assets/Samples/RebindingUI/RebindingMaterial.mat index 81e48cd2b6..b9b394a2d7 100644 --- a/Assets/Samples/RebindingUI/RebindingMaterial.mat +++ b/Assets/Samples/RebindingUI/RebindingMaterial.mat @@ -79,7 +79,7 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 1, g: 0, b: 0, a: 1} + - _Color: {r: 0.99999994, g: 1e-45, b: 1e-45, a: 1} - _EmissionColor: {r: 0.27450982, g: 0.078431375, b: 0.19607843, a: 1} m_BuildTextureStacks: [] m_AllowLocking: 1 diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 755f4c28a2..63ef28af75 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -2141,9 +2141,9 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 0 m_LineSpacing: 1 - m_Text: Basic rebinding menu with the left side rebinding the Keyboard & Mouse - control scheme and the right side rebinding the Gamepad scheme. Note that - actions triggering are indicated at the bottom of the screen. + m_Text: "Basic rebinding menu that allows rebinding of the Keyboard & Mouse + and Gamepad control schemes. \nNote that actions triggering are indicated + at the bottom of the screen also when the menu is visible." --- !u!222 &607293546 CanvasRenderer: m_ObjectHideFlags: 0 @@ -3102,8 +3102,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1} - m_AnchoredPosition: {x: 0, y: -87} - m_SizeDelta: {x: 400, y: 2} + m_AnchoredPosition: {x: 51.43, y: -87} + m_SizeDelta: {x: 460, y: 2} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &862809804 MonoBehaviour: @@ -3222,6 +3222,141 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 899779638} m_CullTransparentMesh: 0 +--- !u!1001 &920225868 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 1592902109} + m_Modifications: + - target: {fileID: 1255350527062619510, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_Name + value: MenuIndicator + objectReference: {fileID: 0} + - target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_Pivot.x + value: 0.5 + objectReference: {fileID: 0} + - target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_Pivot.y + value: 0.5 + objectReference: {fileID: 0} + - target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_AnchorMax.x + value: 0.5 + objectReference: {fileID: 0} + - target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_AnchorMax.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_AnchorMin.x + value: 0.5 + objectReference: {fileID: 0} + - target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_AnchorMin.y + value: 0 + objectReference: {fileID: 0} + - 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target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_LocalEulerAnglesHint.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_LocalEulerAnglesHint.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 4072204658071074964, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: m_Text + value: Menu + objectReference: {fileID: 0} + - target: {fileID: 8586258032687207620, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + propertyPath: action + value: + objectReference: {fileID: -2195523558945053078, guid: 7dead05c54ca85b4681351aafd8bd03a, + type: 3} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 0648a5c163cef41038b804a34b4b80e7, type: 3} +--- !u!224 &920225869 stripped +RectTransform: + m_CorrespondingSourceObject: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, + type: 3} + m_PrefabInstance: {fileID: 920225868} + m_PrefabAsset: {fileID: 0} --- !u!1001 &982377775 PrefabInstance: m_ObjectHideFlags: 0 @@ -3912,7 +4047,7 @@ PrefabInstance: - target: {fileID: 1255350527062619510, guid: 0648a5c163cef41038b804a34b4b80e7, type: 3} propertyPath: m_Name - value: RebindUIActionIndicator + value: UseIndicator objectReference: {fileID: 0} - target: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, type: 3} @@ -4325,8 +4460,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1} - m_AnchoredPosition: {x: 0, y: -87} - m_SizeDelta: {x: 400, y: 2} + m_AnchoredPosition: {x: 0.6000061, y: -87} + m_SizeDelta: {x: 289.6, y: 2} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &1207403195 MonoBehaviour: @@ -4400,8 +4535,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1} - m_AnchoredPosition: {x: 0, y: -69.1} - m_SizeDelta: {x: 573.5, y: 31.700012} + m_AnchoredPosition: {x: 63.5, y: -69.1} + m_SizeDelta: {x: 534.5, y: 31.700012} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &1208536040 MonoBehaviour: @@ -4436,7 +4571,7 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 0 m_LineSpacing: 1 - m_Text: Actions + m_Text: Gameplay & Common Actions --- !u!222 &1208536041 CanvasRenderer: m_ObjectHideFlags: 0 @@ -4597,9 +4732,9 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 1 m_LineSpacing: 1 - m_Text: It is up to you whether to do something like WASD as a single composite - like above (in which case the individual parts will get polled one after the - other) or as four separate part bindings. + m_Text: It is up to you whether to do somthing like e.g. WASD as a single composite + like to the right (in which case the individual parts will get assigned one after + the other) or as four separate partial bindings. --- !u!222 &1237134520 CanvasRenderer: m_ObjectHideFlags: 0 @@ -4728,6 +4863,7 @@ RectTransform: - {fileID: 1653112498} - {fileID: 113688689} - {fileID: 1125279441} + - {fileID: 920225869} - {fileID: 862809803} m_Father: {fileID: 861395295} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} From 0a39dd7016585b2a2aaf5f448382cfd38bdef959 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 17:05:09 +0200 Subject: [PATCH 35/85] Remove code explicitly disabling UI map from rebinding sample since it is no longer needed when relying on action suppression instead. --- Assets/Samples/RebindingUI/RebindActionUI.cs | 26 ++++++-------------- 1 file changed, 8 insertions(+), 18 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index 6d26651398..d57f42af52 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -155,11 +155,11 @@ public InteractiveRebindEvent stopRebindEvent /// /// Return the action and binding index for the binding that is targeted by the component - /// according to + /// according to the binding ID property. /// - /// - /// - /// + /// The action returned by reference. + /// The binding index returned by reference. + /// true if able to resolve, otherwise false. public bool ResolveActionAndBinding(out InputAction action, out int bindingIndex) { bindingIndex = -1; @@ -172,8 +172,8 @@ public bool ResolveActionAndBinding(out InputAction action, out int bindingIndex return false; // Look up binding index. - var bindingId = new Guid(m_BindingId); - bindingIndex = action.bindings.IndexOf(x => x.id == bindingId); + var id = new Guid(m_BindingId); + bindingIndex = action.bindings.IndexOf(x => x.id == id); if (bindingIndex == -1) { Debug.LogError($"Cannot find binding with ID '{bindingId}' on '{action}'", this); @@ -256,7 +256,8 @@ private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool { m_RebindOperation?.Cancel(); // Will null out m_RebindOperation. - var actionWasEnabledPriorToRebind = action.enabled; // Allow restoring enabled state + // Extract enabled state to allow restoring enabled state after rebind completes + var actionWasEnabledPriorToRebind = action.enabled; void CleanUp() { @@ -266,8 +267,6 @@ void CleanUp() // Restore action enabled state based on state prior to rebind if (actionWasEnabledPriorToRebind) action.actionMap.Enable(); - - m_UIInputActionMap?.Enable(); } // An "InvalidOperationException: Cannot rebind action x while it is enabled" will @@ -282,7 +281,6 @@ void CleanUp() // the action map containing the target action if it was initially enabled. if (actionWasEnabledPriorToRebind) action.actionMap.Disable(); - m_UIInputActionMap?.Disable(); // Configure the rebind. m_RebindOperation = action.PerformInteractiveRebinding(bindingIndex) @@ -348,8 +346,6 @@ protected void OnEnable() s_RebindActionUIs.Add(this); if (s_RebindActionUIs.Count == 1) InputSystem.onActionChange += OnActionChange; - if (m_DefaultInputActions != null && m_UIInputActionMap == null) - m_UIInputActionMap = m_DefaultInputActions.FindActionMap("UI"); } protected void OnDisable() @@ -419,12 +415,6 @@ private static void OnActionChange(object obj, InputActionChange change) [SerializeField] private Text m_RebindText; - [Tooltip("Optional reference to default input actions containing the UI action map. The UI action map is " - + "disabled when rebinding is in progress.")] - [SerializeField] - private InputActionAsset m_DefaultInputActions; - private InputActionMap m_UIInputActionMap; - [Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying " + "bindings in custom ways, e.g. using images instead of text.")] [SerializeField] From 93c7942856a564b9e969e20d021999c87fd44389 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 17:05:21 +0200 Subject: [PATCH 36/85] Formatting --- Assets/Samples/RebindingUI/InputActionIndicator.cs | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/Assets/Samples/RebindingUI/InputActionIndicator.cs b/Assets/Samples/RebindingUI/InputActionIndicator.cs index a3511975cb..de2954a181 100644 --- a/Assets/Samples/RebindingUI/InputActionIndicator.cs +++ b/Assets/Samples/RebindingUI/InputActionIndicator.cs @@ -18,7 +18,7 @@ public class InputActionIndicator : MonoBehaviour [Tooltip("The color to show when the associated action has not been performed for the specified duration.")] public Color inactiveColor = Color.black; - + [Tooltip("The color to show when the associated action is disabled")] public Color disabledColor = Color.red; @@ -62,7 +62,7 @@ private void Update() m_Image.color = duration <= 0.0f ? inactiveColor : Color.Lerp(inactiveColor, activeColor, - (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); + (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); } else { @@ -71,7 +71,7 @@ private void Update() m_Image.color = disabledColor; } } - + // We want the label for the action name to update in edit mode, too, so // we kick that off from here. #if UNITY_EDITOR @@ -79,11 +79,12 @@ protected void OnValidate() { UpdateActionLabel(); } + #endif - + private void UpdateActionLabel() { - if (m_Text == null) + if (m_Text == null) return; if (action != null && action.action != null) m_Text.text = action.name; From 20e692004b3538a6a9b74240896944273c0fd976 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 17:06:11 +0200 Subject: [PATCH 37/85] Removed debug script --- Assets/ActionDebug.cs | 39 --------------------------------------- 1 file changed, 39 deletions(-) delete mode 100644 Assets/ActionDebug.cs diff --git a/Assets/ActionDebug.cs b/Assets/ActionDebug.cs deleted file mode 100644 index 34183e32a7..0000000000 --- a/Assets/ActionDebug.cs +++ /dev/null @@ -1,39 +0,0 @@ -// ActionDebug.cs -using UnityEngine; -using UnityEngine.InputSystem; - -public class ActionDebug : MonoBehaviour -{ - public InputActionReference trigger; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - trigger.action.performed += ActionOnPerformed; - trigger.action.canceled += ActionOnCanceled; - trigger.action.started += ActionOnStarted; - trigger.action.Enable(); - } - - private void ActionOnStarted(InputAction.CallbackContext obj) - { - Debug.Log("Action Started"); - } - - private void ActionOnCanceled(InputAction.CallbackContext obj) - { - Debug.Log("Action Canceled"); - } - - private void ActionOnPerformed(InputAction.CallbackContext obj) - { - Debug.Log("Action Performed"); - } - - // Update is called once per frame - void Update() - { - if (trigger.action.WasPerformedThisFrame()) - Debug.Log("Action Performed (Polled Event)"); - } -} From 1e958824f5a34363b86c0e6873da10a7df3a8588 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 17:13:56 +0200 Subject: [PATCH 38/85] Restored deserialization of setting --- Packages/com.unity.inputsystem/InputSystem/InputManager.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 112c1008c8..149ae008d3 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -4161,7 +4161,7 @@ internal void RestoreStateWithoutDevices(SerializedState state) scrollDeltaBehavior = state.scrollDeltaBehavior; m_Metrics = state.metrics; m_PollingFrequency = state.pollingFrequency; - m_InputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; // TODO Make sure we always restore: state.inputEventHandledPolicy; + m_InputEventHandledPolicy = state.inputEventHandledPolicy; if (m_Settings != null) Object.DestroyImmediate(m_Settings); From 87a5590f8233c2e9d4946709f34b52bbe93f3890 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 17:21:03 +0200 Subject: [PATCH 39/85] Removed obsolete editor code and simplified game manager --- .../RebindingUI/RebindActionUIEditor.cs | 3 -- .../RebindingUI/RebindUIGameManager.cs | 47 ++++++++----------- 2 files changed, 20 insertions(+), 30 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs index fdba9552f4..8fe6589b9c 100644 --- a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs +++ b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs @@ -21,7 +21,6 @@ protected void OnEnable() m_BindingTextProperty = serializedObject.FindProperty("m_BindingText"); m_RebindOverlayProperty = serializedObject.FindProperty("m_RebindOverlay"); m_RebindTextProperty = serializedObject.FindProperty("m_RebindText"); - m_DefaultInputActionsProperty = serializedObject.FindProperty("m_DefaultInputActions"); m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent"); m_RebindStartEventProperty = serializedObject.FindProperty("m_RebindStartEvent"); m_RebindStopEventProperty = serializedObject.FindProperty("m_RebindStopEvent"); @@ -63,7 +62,6 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_BindingTextProperty); EditorGUILayout.PropertyField(m_RebindOverlayProperty); EditorGUILayout.PropertyField(m_RebindTextProperty); - EditorGUILayout.PropertyField(m_DefaultInputActionsProperty); } // Events section. @@ -155,7 +153,6 @@ protected void RefreshBindingOptions() private SerializedProperty m_BindingIdProperty; private SerializedProperty m_ActionLabelProperty; private SerializedProperty m_BindingTextProperty; - private SerializedProperty m_DefaultInputActionsProperty; private SerializedProperty m_RebindOverlayProperty; private SerializedProperty m_RebindTextProperty; private SerializedProperty m_RebindStartEventProperty; diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index e39ed2ec8d..d6aeb8ef11 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -43,16 +43,32 @@ private enum GameState private GameState m_CurrentState = GameState.Initializing; private GameState m_NextState = GameState.Playing; - private void SetState(GameState newState) + private void OnToggleMenu(InputAction.CallbackContext obj) + { + ToggleMenu(); + } + + private void OnEnable() + { + toggleMenuAction.action.performed += OnToggleMenu; + } + + private void OnDisable() + { + toggleMenuAction.action.performed -= OnToggleMenu; + } + + private void Update() { // Abort if there is no change to state - if (newState == m_CurrentState) + if (m_CurrentState == m_NextState) return; // Update current state - m_CurrentState = newState; + m_CurrentState = m_NextState; - switch (newState) + // Handle state transition + switch (m_NextState) { // Entering game mode: enable in-game actions, show menu case GameState.Playing: @@ -70,29 +86,6 @@ private void SetState(GameState newState) EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); break; } - - Debug.Log(m_CurrentState); - } - - private void OnToggleMenu(InputAction.CallbackContext obj) - { - ToggleMenu(); - } - - private void OnEnable() - { - toggleMenuAction.action.performed += OnToggleMenu; - } - - private void OnDisable() - { - toggleMenuAction.action.performed -= OnToggleMenu; - } - - private void Update() - { - if (m_CurrentState != m_NextState) - SetState(m_NextState); } } } From 211bd8abb9cb63d437cd6e0b1ec3905cc01fbbfd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 17:24:58 +0200 Subject: [PATCH 40/85] Removed TODO --- .../InputSystem/Actions/InputActionState.cs | 2 -- 1 file changed, 2 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index fc7fdb651b..140401489b 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -1531,8 +1531,6 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi var isConflictingInput = IsConflictingInput(ref trigger, actionIndex); bindingStatePtr = &bindingStates[trigger.bindingIndex]; // IsConflictingInput may switch us to a different binding. - // TODO Potentially we need to move suppression down to indicators/callbacks, this may be too blunt - // Process button presses/releases. if (!isConflictingInput && !suppressActionProcessing) ProcessButtonState(ref trigger, actionIndex, bindingStatePtr); From abcfe777c15eb9a08efa1390f89382d4ed9d7af6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 18:21:05 +0200 Subject: [PATCH 41/85] Added timeout to example to make sure a user do not get stuck, if e.g. failing to press a valid binding control --- Assets/Samples/RebindingUI/RebindActionUI.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index d57f42af52..a94d213777 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -294,6 +294,7 @@ void CleanUp() CleanUp(); }) .WithSuppressedActionPropagation() + .WithTimeout(10.0f) .OnComplete( operation => { From b21c51aa8e394c497c3dc17f2184a62fc86124f3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 20:53:20 +0200 Subject: [PATCH 42/85] Version bump to 1.15.0 --- Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs | 4 ++-- .../com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs | 2 +- Packages/com.unity.inputsystem/package.json | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs b/Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs index 2afe18fc61..96a9c404f1 100644 --- a/Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs +++ b/Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs @@ -16,7 +16,7 @@ public static partial class InputSystem // Keep this in sync with "Packages/com.unity.inputsystem/package.json". // NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include // "-preview" suffixes here. - internal const string kAssemblyVersion = "1.14.1"; - internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14"; + internal const string kAssemblyVersion = "1.15.0"; + internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.15"; } } diff --git a/Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs b/Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs index 9a4fcbd91d..948bca8349 100644 --- a/Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs +++ b/Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs @@ -4,7 +4,7 @@ // Keep this in sync with "Packages/com.unity.inputsystem/package.json". // NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include // "-preview" suffixes here. -[assembly: AssemblyVersion("1.14.1")] +[assembly: AssemblyVersion("1.15.0")] [assembly: InternalsVisibleTo("Unity.InputSystem.Tests.Editor")] [assembly: InternalsVisibleTo("Unity.InputSystem.Tests")] [assembly: InternalsVisibleTo("Unity.InputSystem.IntegrationTests")] diff --git a/Packages/com.unity.inputsystem/package.json b/Packages/com.unity.inputsystem/package.json index e83319f177..45ed7da907 100755 --- a/Packages/com.unity.inputsystem/package.json +++ b/Packages/com.unity.inputsystem/package.json @@ -1,7 +1,7 @@ { "name": "com.unity.inputsystem", "displayName": "Input System", - "version": "1.14.1", + "version": "1.15.0", "unity": "2021.3", "description": "A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.", "keywords": [ From 7b1a080e2eae43913bd9107719582495a5b62c5d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 25 Jun 2025 21:54:32 +0200 Subject: [PATCH 43/85] Version bump generated files --- Assets/Samples/InGameHints/InGameHintsActions.cs | 2 +- Assets/Samples/SimpleDemo/SimpleControls.cs | 2 +- Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs | 2 +- .../InputSystem/Devices/Precompiled/FastKeyboard.cs | 2 +- .../InputSystem/Devices/Precompiled/FastMouse.cs | 2 +- .../InputSystem/Devices/Precompiled/FastTouchscreen.cs | 2 +- 6 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Assets/Samples/InGameHints/InGameHintsActions.cs b/Assets/Samples/InGameHints/InGameHintsActions.cs index 2e8cdddb64..b9631c9a8a 100644 --- a/Assets/Samples/InGameHints/InGameHintsActions.cs +++ b/Assets/Samples/InGameHints/InGameHintsActions.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator -// version 1.14.1 +// version 1.15.0 // from Assets/Samples/InGameHints/InGameHintsActions.inputactions // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Assets/Samples/SimpleDemo/SimpleControls.cs b/Assets/Samples/SimpleDemo/SimpleControls.cs index fc4c969ba6..3e0c37c0e4 100644 --- a/Assets/Samples/SimpleDemo/SimpleControls.cs +++ b/Assets/Samples/SimpleDemo/SimpleControls.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator -// version 1.14.1 +// version 1.15.0 // from Assets/Samples/SimpleDemo/SimpleControls.inputactions // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs b/Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs index 183bff4cec..1bc9f70057 100644 --- a/Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs +++ b/Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator -// version 1.14.1 +// version 1.15.0 // from Assets/Tests/InputSystem/InputActionCodeGeneratorActions.inputactions // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs index 4b60239a5b..694888d71d 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator -// version 1.14.1 +// version 1.15.0 // from "Keyboard" layout // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs index be9974aaf4..8d7f93e704 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator -// version 1.14.1 +// version 1.15.0 // from "Mouse" layout // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs index c433a14d38..5d3edfac6c 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator -// version 1.14.1 +// version 1.15.0 // from "Touchscreen" layout // // Changes to this file may cause incorrect behavior and will be lost if From 332e90ba6b4605386a8399f55ff3768a2de129cc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 26 Jun 2025 09:09:59 +0200 Subject: [PATCH 44/85] Fixed xmldoc referencing internal types. --- .../Actions/InputActionRebindingExtensions.cs | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 846fc74f27..a22394896d 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -2084,14 +2084,13 @@ public RebindingOperation OnMatchWaitForAnother(float seconds) } /// - /// Ensures state changes are allowed to propagate during rebinding but suppresses action updates. - /// The default behavior is that state changes are also suppressed during rebinding. + /// Ensures state changes are allowed to propagate during rebinding but suppresses action updates + /// to prevent u nexpected actions triggering as soon as rebinding ends (event suppression stops). /// /// - /// This is achieved by temporarily setting to - /// . This is automatically reverted when - /// the rebinding operation completes. If the policy is already set to - /// , this method has no effect. + /// If events are suppressed during rebinding without suppressing action propagation, it may lead to + /// unexpected actions triggering as soon as event suppression stops due to missed state transitions. + /// Action propagation resumes to normal as soon as rebinding operation completes or cancels. /// /// Reference to this rebinding operation. public RebindingOperation WithSuppressedActionPropagation() From 538127f796a75fd2b768935fd38077e87920a8ab Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 26 Jun 2025 12:35:49 +0200 Subject: [PATCH 45/85] Added support for suppressing any kind of state event during rebinding when the rebinding screen has no UI. Added missing exception checks for attempting to reconfigure rebinding during rebinding. --- Assets/Samples/RebindingUI/RebindActionUI.cs | 56 +++++- .../RebindingUI/RebindActionUIEditor.cs | 3 + .../Samples/RebindingUI/RebindingMaterial.mat | 2 +- .../RebindingUI/RebindingUISampleScene.unity | 164 +++++++++++++++--- .../Actions/InputActionRebindingExtensions.cs | 60 ++++++- 5 files changed, 254 insertions(+), 31 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index a94d213777..6f24059200 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -90,6 +90,17 @@ public Text rebindPrompt set => m_RebindText = value; } + /// + /// Optional text component that shows relevant information when waiting for a control to be actuated. + /// + /// + /// + public Text rebindInfo + { + get => m_RebindInfo; + set => m_RebindInfo = value; + } + /// /// Optional UI that is activated when an interactive rebind is started and deactivated when the rebind /// is finished. This is normally used to display an overlay over the current UI while the system is @@ -293,7 +304,13 @@ void CleanUp() UpdateBindingDisplay(); CleanUp(); }) - .WithSuppressedActionPropagation() + // We want matching events to be suppressed during rebinding (this is also default). + .WithMatchingEventsBeingSuppressed() + // Since this sample has no interactable UI during rebinding we also want to suppress non-matching events. + .WithNonMatchingEventsBeingSuppressed() + // We want device state to update but not actions firing during rebinding. + .WithActionsBeingSuppressed() + // Since this sample has no UI to cancle rebinding we timeout after not receiving input for a period of time. .WithTimeout(10.0f) .OnComplete( operation => @@ -329,6 +346,13 @@ void CleanUp() m_RebindText.text = text; } + // Update rebind overlay information, if we have one. + if (m_RebindInfo != null) + { + m_RebindStartTime = Time.realtimeSinceStartup; + UpdateRebindInfo(m_RebindStartTime); + } + // If we have no rebind overlay and no callback but we have a binding text label, // temporarily set the binding text label to "". if (m_RebindOverlay == null && m_RebindText == null && m_RebindStartEvent == null && m_BindingText != null) @@ -340,6 +364,29 @@ void CleanUp() m_RebindOperation.Start(); } + private void UpdateRebindInfo(double now) + { + if (m_RebindOperation == null) + return; + + var elapsed = now - m_RebindStartTime; + var remainingTimeoutWholeSeconds = (int)Math.Floor(m_RebindOperation.timeout - elapsed); + if (remainingTimeoutWholeSeconds == m_LastRemainingTimeoutSeconds) + return; + + var text = (m_RebindOperation.timeout > 0.0f) + ? $"(This will timeout in {remainingTimeoutWholeSeconds} seconds if no matching input is received)" + : string.Empty; + m_RebindInfo.text = text; + m_LastRemainingTimeoutSeconds = remainingTimeoutWholeSeconds; + } + + protected void Update() + { + if (m_RebindInfo != null) + UpdateRebindInfo(Time.realtimeSinceStartupAsDouble); + } + protected void OnEnable() { if (s_RebindActionUIs == null) @@ -416,6 +463,10 @@ private static void OnActionChange(object obj, InputActionChange change) [SerializeField] private Text m_RebindText; + [Tooltip("Optional text label that will be updated with relevant information during rebinding.")] + [SerializeField] + private Text m_RebindInfo; + [Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying " + "bindings in custom ways, e.g. using images instead of text.")] [SerializeField] @@ -435,6 +486,9 @@ private static void OnActionChange(object obj, InputActionChange change) private static List s_RebindActionUIs; + private double m_RebindStartTime = -1; + private int m_LastRemainingTimeoutSeconds; + // We want the label for the action name to update in edit mode, too, so // we kick that off from here. #if UNITY_EDITOR diff --git a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs index 8fe6589b9c..46e74c6a9d 100644 --- a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs +++ b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs @@ -21,6 +21,7 @@ protected void OnEnable() m_BindingTextProperty = serializedObject.FindProperty("m_BindingText"); m_RebindOverlayProperty = serializedObject.FindProperty("m_RebindOverlay"); m_RebindTextProperty = serializedObject.FindProperty("m_RebindText"); + m_RebindInfoProperty = serializedObject.FindProperty("m_RebindInfo"); m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent"); m_RebindStartEventProperty = serializedObject.FindProperty("m_RebindStartEvent"); m_RebindStopEventProperty = serializedObject.FindProperty("m_RebindStopEvent"); @@ -62,6 +63,7 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_BindingTextProperty); EditorGUILayout.PropertyField(m_RebindOverlayProperty); EditorGUILayout.PropertyField(m_RebindTextProperty); + EditorGUILayout.PropertyField(m_RebindInfoProperty); } // Events section. @@ -155,6 +157,7 @@ protected void RefreshBindingOptions() private SerializedProperty m_BindingTextProperty; private SerializedProperty m_RebindOverlayProperty; private SerializedProperty m_RebindTextProperty; + private SerializedProperty m_RebindInfoProperty; private SerializedProperty m_RebindStartEventProperty; private SerializedProperty m_RebindStopEventProperty; private SerializedProperty m_UpdateBindingUIEventProperty; diff --git a/Assets/Samples/RebindingUI/RebindingMaterial.mat b/Assets/Samples/RebindingUI/RebindingMaterial.mat index b9b394a2d7..81e48cd2b6 100644 --- a/Assets/Samples/RebindingUI/RebindingMaterial.mat +++ b/Assets/Samples/RebindingUI/RebindingMaterial.mat @@ -79,7 +79,7 @@ Material: - 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target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindText @@ -485,9 +490,7 @@ PrefabInstance: - target: {fileID: 6680292650847612335, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_Text - value: 'Menu - -' + value: Menu objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] @@ -1173,11 +1176,21 @@ PrefabInstance: value: objectReference: {fileID: 7723093844229559393, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_Enabled + value: 1 + objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_BindingId value: fe58f6b8-88b0-42a8-86a4-99f59376ac5c objectReference: {fileID: 0} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindInfo + value: + objectReference: {fileID: 936560334} - 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target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindText @@ -3849,6 +3946,11 @@ PrefabInstance: propertyPath: m_BindingId value: de604efe-a9ca-4fa6-9d4a-4b0053d61efc objectReference: {fileID: 0} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindInfo + value: + objectReference: {fileID: 936560334} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindText @@ -3912,6 +4014,7 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1121800142} + - {fileID: 936560333} m_Father: {fileID: 861395295} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} @@ -4008,7 +4111,7 @@ MonoBehaviour: m_EditorClassIdentifier: m_Material: {fileID: 0} m_Color: {r: 0.89411765, g: 0.89411765, b: 0.89411765, a: 1} - m_RaycastTarget: 1 + m_RaycastTarget: 0 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 m_OnCullStateChanged: @@ -4265,7 +4368,7 @@ PrefabInstance: - target: {fileID: 690190895482579582, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_Text - value: F + value: Esc objectReference: {fileID: 0} - target: {fileID: 6680292650503350822, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -4394,6 +4497,11 @@ PrefabInstance: propertyPath: m_BindingId value: 51a4896f-3b5f-4c33-b1e4-048f093e6ec1 objectReference: {fileID: 0} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindInfo + value: + objectReference: {fileID: 936560334} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindText @@ -5705,6 +5813,11 @@ PrefabInstance: propertyPath: m_BindingId value: 7c03e976-d9da-4d96-9bcd-622e98b0f3c3 objectReference: {fileID: 0} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindInfo + value: + objectReference: {fileID: 936560334} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindText @@ -6560,6 +6673,11 @@ PrefabInstance: propertyPath: m_BindingId value: 076f1159-4d00-4240-9bb2-d48719a9446e objectReference: {fileID: 0} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindInfo + value: + objectReference: {fileID: 936560334} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindText diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index a22394896d..614c2025af 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -1557,10 +1557,13 @@ public RebindingOperation WithAction(InputAction action) /// For this reason, a rebind can be configured to automatically swallow any input event except the ones having /// input on controls matching . /// - /// Not at all input necessarily should be suppressed. For example, it can be desirable to have UI that + /// Note that all input shouldn't necessarily should be suppressed. For example, it can be desirable to have UI that /// allows the user to cancel an ongoing rebind by clicking with the mouse. This means that mouse position and /// click input should come through. For this reason, input from controls matching /// is still let through. + /// + /// See for how this configuration relates to suppressing + /// actions during rebind. /// public RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true) { @@ -1572,6 +1575,33 @@ public RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true) return this; } + /// + /// Prevent all input events that have no input matching the rebind operation's configuration from reaching + /// its target < + /// + /// If true (default) suppression is enabled, if false suppression is disabled. + /// The same RebindingOperation instance. + /// + /// This is similar to but determines how to treat + /// non-matching input events. + /// + /// Use this setting to suppress any input coming from controls that do not match the rebind target type. + /// For example, if the rebinding process is timed and do not show UI while rebinding, it might be desirable + /// to suppress e.g. UI input binding actions from triggering while waiting for input to bind. + /// + /// See for how this configuration relates to suppressing + /// actions during rebind. + /// + public RebindingOperation WithNonMatchingEventsBeingSuppressed(bool value = true) + { + ThrowIfRebindInProgress(); + if (value) + m_Flags |= Flags.SuppressNonMatchingEvents; + else + m_Flags &= ~Flags.SuppressNonMatchingEvents; + return this; + } + /// /// Set the control path that is matched against actuated controls. /// @@ -2085,17 +2115,32 @@ public RebindingOperation OnMatchWaitForAnother(float seconds) /// /// Ensures state changes are allowed to propagate during rebinding but suppresses action updates - /// to prevent u nexpected actions triggering as soon as rebinding ends (event suppression stops). + /// to prevent unexpected actions triggering as soon as rebinding ends (event suppression stops). /// + /// If true disables action propagation, if false enables action propagation. /// - /// If events are suppressed during rebinding without suppressing action propagation, it may lead to - /// unexpected actions triggering as soon as event suppression stops due to missed state transitions. + /// If events are suppressed during rebinding using + /// and/or without suppressing action propagation, + /// events will not update their associated device state. This may lead to unexpected actions triggering + /// as soon as rebinding completes (event suppression stops), due to missed state transitions. /// Action propagation resumes to normal as soon as rebinding operation completes or cancels. + /// + /// When this configuration is active, any events suppressed via + /// and/or + /// will still be allowed to update their associated + /// device state but will not propagate into action interaction updates which could cause undesirable + /// triggering of actions caused by the difference between device state prior to rebinding and after + /// rebinding. + /// + /// Note that if event suppression is not active, this setting will have no effect. /// /// Reference to this rebinding operation. - public RebindingOperation WithSuppressedActionPropagation() + public RebindingOperation WithActionsBeingSuppressed(bool value = true) { - m_TargetInputEventHandledPolicy = InputEventHandledPolicy.SuppressActionUpdates; + ThrowIfRebindInProgress(); + m_TargetInputEventHandledPolicy = value + ? InputEventHandledPolicy.SuppressActionUpdates + : InputEventHandledPolicy.SuppressStateUpdates; return this; } @@ -2441,6 +2486,8 @@ private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device) // will skip further processing of the event. if (suppressEvent && (m_Flags & Flags.SuppressMatchingEvents) != 0) eventPtr.handled = true; + else if ((m_Flags & Flags.SuppressNonMatchingEvents) != 0) + eventPtr.handled = true; if (haveChangedCandidates && !canceled) { @@ -2707,6 +2754,7 @@ private enum Flags DontGeneralizePathOfSelectedControl = 1 << 7, AddNewBinding = 1 << 8, SuppressMatchingEvents = 1 << 9, + SuppressNonMatchingEvents = 1 << 10, } } From b5272cd4abc7142585027348b8eaa4be33800a8b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 26 Jun 2025 14:13:40 +0200 Subject: [PATCH 46/85] Added missing namespace to RebindSaveLoad --- Assets/Samples/RebindingUI/RebindSaveLoad.cs | 30 ++++++++++---------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindSaveLoad.cs b/Assets/Samples/RebindingUI/RebindSaveLoad.cs index 9da08f0fbb..d457711745 100644 --- a/Assets/Samples/RebindingUI/RebindSaveLoad.cs +++ b/Assets/Samples/RebindingUI/RebindSaveLoad.cs @@ -1,20 +1,20 @@ -using UnityEngine; -using UnityEngine.InputSystem; - -public class RebindSaveLoad : MonoBehaviour +namespace UnityEngine.InputSystem.Samples.RebindUI { - public InputActionAsset actions; - - public void OnEnable() + public class RebindSaveLoad : MonoBehaviour { - var rebinds = PlayerPrefs.GetString("rebinds"); - if (!string.IsNullOrEmpty(rebinds)) - actions.LoadBindingOverridesFromJson(rebinds); - } + public InputActionAsset actions; - public void OnDisable() - { - var rebinds = actions.SaveBindingOverridesAsJson(); - PlayerPrefs.SetString("rebinds", rebinds); + public void OnEnable() + { + var rebinds = PlayerPrefs.GetString("rebinds"); + if (!string.IsNullOrEmpty(rebinds)) + actions.LoadBindingOverridesFromJson(rebinds); + } + + public void OnDisable() + { + var rebinds = actions.SaveBindingOverridesAsJson(); + PlayerPrefs.SetString("rebinds", rebinds); + } } } From 1ba9dbaf805e6817a3421d7d0d2b944396684ba6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 26 Jun 2025 14:15:58 +0200 Subject: [PATCH 47/85] Temporarily disabled new function of suppressing non-matched input, it might not be needed. Added proper UI disable state to RebindMenu since RebindOverlay is essentially another "window" grabbing input context. Hence the sample should behave like this since its the most correct way instead of suppressing UI input. --- .../RebindingUI/CanvasGroupModifier.cs | 35 +++++++++++++++++++ .../RebindingUI/CanvasGroupModifier.cs.meta | 2 ++ Assets/Samples/RebindingUI/RebindActionUI.cs | 4 +-- .../Samples/RebindingUI/RebindUIPrefab.prefab | 6 ++-- .../RebindingUI/RebindingUISampleScene.unity | 28 +++++++++++++++ .../Actions/InputActionRebindingExtensions.cs | 2 +- 6 files changed, 71 insertions(+), 6 deletions(-) create mode 100644 Assets/Samples/RebindingUI/CanvasGroupModifier.cs create mode 100644 Assets/Samples/RebindingUI/CanvasGroupModifier.cs.meta diff --git a/Assets/Samples/RebindingUI/CanvasGroupModifier.cs b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs new file mode 100644 index 0000000000..bb4df2dc6a --- /dev/null +++ b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs @@ -0,0 +1,35 @@ +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// Simple utility that modifies a referenced CanvasGroup while being active. + /// + public class CanvasGroupModifier : MonoBehaviour + { + [Tooltip("The Canvas Group to be modified while this component is active")] + public CanvasGroup canvasGroup; + + [Tooltip("The interactable setting to use for the Canvas Group while this component is active")] + public bool interactable = false; + + private bool m_SavedInteractable; + + void OnEnable() + { + if (canvasGroup != null) + { + // Save current setting and override + m_SavedInteractable = canvasGroup.interactable; + canvasGroup.interactable = interactable; + } + } + + void OnDisable() + { + if (canvasGroup != null) + { + // Restore previous setting + canvasGroup.interactable = m_SavedInteractable; + } + } + } +} diff --git a/Assets/Samples/RebindingUI/CanvasGroupModifier.cs.meta b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs.meta new file mode 100644 index 0000000000..1c8c191be4 --- /dev/null +++ b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f694bb5379aca43c790706ceb4191b31 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index 6f24059200..e61019585d 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -305,9 +305,9 @@ void CleanUp() CleanUp(); }) // We want matching events to be suppressed during rebinding (this is also default). - .WithMatchingEventsBeingSuppressed() + //.WithMatchingEventsBeingSuppressed() // Since this sample has no interactable UI during rebinding we also want to suppress non-matching events. - .WithNonMatchingEventsBeingSuppressed() + //.WithNonMatchingEventsBeingSuppressed() // We want device state to update but not actions firing during rebinding. .WithActionsBeingSuppressed() // Since this sample has no UI to cancle rebinding we timeout after not receiving input for a period of time. diff --git a/Assets/Samples/RebindingUI/RebindUIPrefab.prefab b/Assets/Samples/RebindingUI/RebindUIPrefab.prefab index a9a5577774..b9bfe4b736 100644 --- a/Assets/Samples/RebindingUI/RebindUIPrefab.prefab +++ b/Assets/Samples/RebindingUI/RebindUIPrefab.prefab @@ -102,7 +102,7 @@ MonoBehaviour: m_HighlightedColor: {r: 0.36173913, g: 0.4408696, b: 0.65, a: 1} m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} m_SelectedColor: {r: 0.8679245, g: 0.4550042, b: 0.045033824, a: 1} - m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608} + m_DisabledColor: {r: 0.21960784, g: 0.21960784, b: 0.25882354, a: 1} m_ColorMultiplier: 1 m_FadeDuration: 0.1 m_SpriteState: @@ -389,7 +389,7 @@ MonoBehaviour: m_BindingText: {fileID: 690190895482579582} m_RebindOverlay: {fileID: 0} m_RebindText: {fileID: 0} - m_DefaultInputActions: {fileID: 0} + m_RebindInfo: {fileID: 0} m_UpdateBindingUIEvent: m_PersistentCalls: m_Calls: [] @@ -580,7 +580,7 @@ MonoBehaviour: m_HighlightedColor: {r: 0.36078432, g: 0.4392157, b: 0.6509804, a: 1} m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} m_SelectedColor: {r: 0.8666667, g: 0.45490196, b: 0.043137256, a: 1} - m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608} + m_DisabledColor: {r: 0.22, g: 0.22, b: 0.25882354, a: 1} m_ColorMultiplier: 1 m_FadeDuration: 0.1 m_SpriteState: diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index a328f23e3e..c8a520e252 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -1622,6 +1622,7 @@ GameObject: - component: {fileID: 508436408} - component: {fileID: 508436407} - component: {fileID: 508436409} + - component: {fileID: 508436410} m_Layer: 5 m_Name: RebindMenu m_TagString: Untagged @@ -1717,6 +1718,18 @@ MonoBehaviour: m_StringArgument: m_BoolArgument: 0 m_CallState: 2 +--- !u!225 &508436410 +CanvasGroup: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 508436405} + m_Enabled: 1 + m_Alpha: 1 + m_Interactable: 1 + m_BlocksRaycasts: 1 + m_IgnoreParentGroups: 0 --- !u!224 &510051365 stripped RectTransform: m_CorrespondingSourceObject: {fileID: 1777307397533242038, guid: 0648a5c163cef41038b804a34b4b80e7, @@ -3994,6 +4007,7 @@ GameObject: - component: {fileID: 1106689462} - component: {fileID: 1106689464} - component: {fileID: 1106689463} + - component: {fileID: 1106689465} m_Layer: 5 m_Name: RebindOverlay m_TagString: Untagged @@ -4060,6 +4074,20 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1106689461} m_CullTransparentMesh: 0 +--- !u!114 &1106689465 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1106689461} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f694bb5379aca43c790706ceb4191b31, type: 3} + m_Name: + m_EditorClassIdentifier: + canvasGroup: {fileID: 508436410} + interactable: 0 --- !u!1 &1121800141 GameObject: m_ObjectHideFlags: 0 diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 614c2025af..bc786c9d4d 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -2138,7 +2138,7 @@ public RebindingOperation OnMatchWaitForAnother(float seconds) public RebindingOperation WithActionsBeingSuppressed(bool value = true) { ThrowIfRebindInProgress(); - m_TargetInputEventHandledPolicy = value + m_TargetInputEventHandledPolicy = value ? InputEventHandledPolicy.SuppressActionUpdates : InputEventHandledPolicy.SuppressStateUpdates; return this; From 7885737316a1d715a6f272cdb54f8eee7476a1aa Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 26 Jun 2025 15:10:49 +0200 Subject: [PATCH 48/85] Added ability to also reset all bindings --- Assets/Samples/RebindingUI/RebindActionUI.cs | 28 + .../RebindingUI/RebindActionUIEditor.cs | 3 + .../RebindingUI/RebindingUISampleScene.unity | 716 +++++++++++++++++- 3 files changed, 746 insertions(+), 1 deletion(-) diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index e61019585d..9a6218010a 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -101,6 +101,15 @@ public Text rebindInfo set => m_RebindInfo = value; } + /// + /// Optional button to manually cancel rebinding while waiting. + /// + public Button rebindCancelButton + { + get => m_RebindCancelButton; + set => m_RebindCancelButton = value; + } + /// /// Optional UI that is activated when an interactive rebind is started and deactivated when the rebind /// is finished. This is normally used to display an overlay over the current UI while the system is @@ -272,6 +281,10 @@ private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool void CleanUp() { + // Restore monitoring cancel button clicks + if (m_RebindCancelButton != null) + m_RebindCancelButton.onClick.RemoveListener(CancelRebind); + m_RebindOperation?.Dispose(); m_RebindOperation = null; @@ -346,6 +359,12 @@ void CleanUp() m_RebindText.text = text; } + // Optionally allow canceling rebind via a button if it applicable for the use-case + if (m_RebindCancelButton != null) + { + m_RebindCancelButton.onClick.AddListener(CancelRebind); + } + // Update rebind overlay information, if we have one. if (m_RebindInfo != null) { @@ -381,6 +400,11 @@ private void UpdateRebindInfo(double now) m_LastRemainingTimeoutSeconds = remainingTimeoutWholeSeconds; } + private void CancelRebind() + { + m_RebindOperation?.Cancel(); + } + protected void Update() { if (m_RebindInfo != null) @@ -467,6 +491,10 @@ private static void OnActionChange(object obj, InputActionChange change) [SerializeField] private Text m_RebindInfo; + [Tooltip("Optional cancellation UI button for rebinding overlay.")] + [SerializeField] + private Button m_RebindCancelButton; + [Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying " + "bindings in custom ways, e.g. using images instead of text.")] [SerializeField] diff --git a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs index 46e74c6a9d..8c4e77af82 100644 --- a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs +++ b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs @@ -22,6 +22,7 @@ protected void OnEnable() m_RebindOverlayProperty = serializedObject.FindProperty("m_RebindOverlay"); m_RebindTextProperty = serializedObject.FindProperty("m_RebindText"); m_RebindInfoProperty = serializedObject.FindProperty("m_RebindInfo"); + m_RebindCancelButtonProperty = serializedObject.FindProperty("m_RebindCancelButton"); m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent"); m_RebindStartEventProperty = serializedObject.FindProperty("m_RebindStartEvent"); m_RebindStopEventProperty = serializedObject.FindProperty("m_RebindStopEvent"); @@ -64,6 +65,7 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_RebindOverlayProperty); EditorGUILayout.PropertyField(m_RebindTextProperty); EditorGUILayout.PropertyField(m_RebindInfoProperty); + EditorGUILayout.PropertyField(m_RebindCancelButtonProperty); } // Events section. @@ -158,6 +160,7 @@ protected void RefreshBindingOptions() private SerializedProperty m_RebindOverlayProperty; private SerializedProperty m_RebindTextProperty; private SerializedProperty m_RebindInfoProperty; + private SerializedProperty m_RebindCancelButtonProperty; private SerializedProperty m_RebindStartEventProperty; private SerializedProperty m_RebindStopEventProperty; private SerializedProperty m_UpdateBindingUIEventProperty; diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index c8a520e252..98d2ca5fad 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -481,6 +481,11 @@ PrefabInstance: propertyPath: m_RebindOverlay value: objectReference: {fileID: 1106689461} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindCancelButton + value: + objectReference: {fileID: 1836782275} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_DefaultInputActions @@ -1201,6 +1206,11 @@ PrefabInstance: propertyPath: m_RebindOverlay value: objectReference: {fileID: 1106689461} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindCancelButton + value: + objectReference: {fileID: 1836782275} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_DefaultInputActions @@ -2522,6 +2532,11 @@ PrefabInstance: propertyPath: m_RebindOverlay value: objectReference: {fileID: 1106689461} + - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindCancelButton + value: + objectReference: {fileID: 1836782275} - 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target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindCancelButton + value: + objectReference: {fileID: 1836782275} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_UIActionMap.m_Name From baf61809076fa8960d936de10dc465f291f1309e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 26 Jun 2025 15:12:49 +0200 Subject: [PATCH 49/85] Tweaked UI to also render correctly on 16:10, e.g. WebGL --- .../RebindingUI/RebindingUISampleScene.unity | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 98d2ca5fad..befc8532ab 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -3812,10 +3812,10 @@ RectTransform: m_Children: [] m_Father: {fileID: 589143015} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - 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// Restore previous setting + // Restore previous setting. canvasGroup.interactable = m_SavedInteractable; + + // Restore previous selection. + if (m_SelectedObject != null) + EventSystem.current.SetSelectedGameObject(m_SelectedObject); + else if (EventSystem.current.currentSelectedGameObject == null) + EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); } } } From c7693dc09770e2f28c27e752551a1551f1bd1aa1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 26 Jun 2025 16:05:01 +0200 Subject: [PATCH 51/85] Added proper pausing to reveal any issues tied to time scale being zero which is a common way to pause a game. Also added some particles to create movement which illustrates the pause until something more interactive is available. --- .../RebindingUI/RebindUIGameManager.cs | 2 + .../RebindingUI/RebindingUISampleScene.unity | 4845 ++++++++++++++++- 2 files changed, 4842 insertions(+), 5 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index d6aeb8ef11..694c5ba853 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -74,6 +74,7 @@ private void Update() case GameState.Playing: gameplayActions.Enable(); menu.SetActive(false); + Time.timeScale = 1.0f; break; // Entering menu: disable in-game actions, hide menu, make sure we have selection. @@ -81,6 +82,7 @@ private void Update() case GameState.RebindingMenu: gameplayActions.Disable(); toggleMenuAction.action.Enable(); + Time.timeScale = 0.0f; menu.SetActive(true); if (EventSystem.current.currentSelectedGameObject == null) EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index befc8532ab..3e50063855 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -978,6 +978,7 @@ Transform: m_ConstrainProportionsScale: 0 m_Children: - 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serializedVersion: 3 + time: 1 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + vectorLabel1_3: W --- !u!1001 &1099885699 PrefabInstance: m_ObjectHideFlags: 0 From cabce4f676c5a0918145dd7ea73e9134e106de42 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Fri, 27 Jun 2025 13:56:59 +0200 Subject: [PATCH 53/85] Fixed xmldoc comment --- .../InputSystem/Actions/InputActionRebindingExtensions.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index bc786c9d4d..74b7468982 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -1562,7 +1562,7 @@ public RebindingOperation WithAction(InputAction action) /// click input should come through. For this reason, input from controls matching /// is still let through. /// - /// See for how this configuration relates to suppressing + /// See for how this configuration relates to suppressing /// actions during rebind. /// public RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true) From b6ec069376f767cb2de0460d10f768d525ac2cb9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Sat, 28 Jun 2025 17:32:16 +0200 Subject: [PATCH 54/85] Replaced pointless interaction with a mini game which in turn surfaces additional use-cases and challenges with the rebinding. --- Assets/Samples/RebindingUI/ActionLabel.cs | 160 + .../Samples/RebindingUI/ActionLabel.cs.meta | 2 + .../Samples/RebindingUI/ActionLabelEditor.cs | 162 + .../RebindingUI/ActionLabelEditor.cs.meta | 2 + Assets/Samples/RebindingUI/Game.meta | 8 + Assets/Samples/RebindingUI/Game/Bullet.cs | 40 + .../Samples/RebindingUI/Game/Bullet.cs.meta | 2 + Assets/Samples/RebindingUI/Game/Bullet.prefab | 125 + .../RebindingUI/Game/Bullet.prefab.meta | 7 + .../RebindingUI/Game/CapsuleDebris.prefab | 138 + .../Game/CapsuleDebris.prefab.meta | 7 + .../RebindingUI/Game/CubeDebris.prefab | 138 + .../RebindingUI/Game/CubeDebris.prefab.meta | 7 + Assets/Samples/RebindingUI/Game/Enemy.cs | 44 + Assets/Samples/RebindingUI/Game/Enemy.cs.meta | 2 + Assets/Samples/RebindingUI/Game/Enemy.prefab | 862 + .../RebindingUI/Game/Enemy.prefab.meta | 7 + .../RebindingUI/Game/Explosion 1.prefab | 6055 +++++++ .../RebindingUI/Game/Explosion 1.prefab.meta | 7 + Assets/Samples/RebindingUI/Game/Explosion.cs | 49 + .../RebindingUI/Game/Explosion.cs.meta | 2 + .../Samples/RebindingUI/Game/Explosion.prefab | 5680 +++++++ .../RebindingUI/Game/Explosion.prefab.meta | 7 + .../RebindingUI/Game/GameplayManager.cs | 298 + .../RebindingUI/Game/GameplayManager.cs.meta | 2 + Assets/Samples/RebindingUI/Game/Message.cs | 47 + .../Samples/RebindingUI/Game/Message.cs.meta | 2 + .../Samples/RebindingUI/Game/New Material.mat | 84 + .../RebindingUI/Game/New Material.mat.meta | 8 + Assets/Samples/RebindingUI/Game/Player.cs | 314 + .../Player.cs.meta} | 0 Assets/Samples/RebindingUI/Game/Player.prefab | 13272 ++++++++++++++++ .../RebindingUI/Game/Player.prefab.meta | 7 + .../{ => Game}/RebindingMaterial.mat | 2 +- .../{ => Game}/RebindingMaterial.mat.meta | 0 .../RebindingUI/Game/RebindingMaterial2.mat | 85 + .../Game/RebindingMaterial2.mat.meta | 8 + .../RebindingUI/Game/RebindingMaterial3.mat | 85 + .../Game/RebindingMaterial3.mat.meta | 8 + .../RebindingUI/Game/RebindingMaterial4.mat | 85 + .../Game/RebindingMaterial4.mat.meta | 8 + .../RebindingUI/Game/RebindingMaterial5.mat | 85 + .../Game/RebindingMaterial5.mat.meta | 8 + .../RebindingUI/InputActionIndicator.prefab | 5 +- .../RebindingUI/InputActionUILabel.prefab | 101 + .../InputActionUILabel.prefab.meta | 7 + Assets/Samples/RebindingUI/RebindActionUI.cs | 10 +- .../RebindingUI/RebindActionUIEditor.cs | 11 + .../RebindingUI/RebindUIGameManager.cs | 18 +- .../RebindUISampleActions.inputactions | 28 +- .../RebindingUISampleController.cs | 102 - 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This allows displaying " + + "bindings in custom ways, e.g. using images instead of text.")] + [SerializeField] + private UpdateBindingUIEvent m_UpdateBindingUIEvent; + + private static List s_RebindActionUIs; + + /// + /// Reference to the action that is to be rebound. + /// + public InputActionReference actionReference + { + get => m_Action; + set + { + m_Action = value; + UpdateBindingDisplay(); + } + } + + /// + /// ID (in string form) of the binding that is to be rebound on the action. + /// + /// + public string bindingId + { + get => m_BindingId; + set + { + m_BindingId = value; + UpdateBindingDisplay(); + } + } + + /// + /// Text component that receives the display string of the binding. Can be null in which + /// case the component entirely relies on . + /// + public Text bindingText + { + get => m_BindingText; + set + { + m_BindingText = value; + UpdateBindingDisplay(); + } + } + + /// + /// Display options for the binding. + /// + public InputBinding.DisplayStringOptions displayStringOptions + { + get => m_DisplayStringOptions; + set + { + m_DisplayStringOptions = value; + UpdateBindingDisplay(); + } + } + + /// + /// Trigger a refresh of the currently displayed binding. + /// + public void UpdateBindingDisplay() + { + var displayString = string.Empty; + var deviceLayoutName = default(string); + var controlPath = default(string); + + // Get display string from action. + var action = m_Action?.action; + if (action != null) + { + var bindingIndex = action.bindings.IndexOf(x => x.id.ToString() == m_BindingId); + if (bindingIndex != -1) + displayString = action.GetBindingDisplayString(bindingIndex, out deviceLayoutName, out controlPath, displayStringOptions); + } + + // Set on label (if any). + if (m_BindingText != null) + m_BindingText.text = displayString; + + // Give listeners a chance to configure UI in response. + m_UpdateBindingUIEvent?.Invoke(this, displayString, deviceLayoutName, controlPath); + } + + protected void OnEnable() + { + if (s_RebindActionUIs == null) + s_RebindActionUIs = new List(); + s_RebindActionUIs.Add(this); + if (s_RebindActionUIs.Count == 1) + InputSystem.onActionChange += OnActionChange; + } + + protected void OnDisable() + { + s_RebindActionUIs.Remove(this); + if (s_RebindActionUIs.Count == 0) + { + s_RebindActionUIs = null; + InputSystem.onActionChange -= OnActionChange; + } + } + + // When the action system re-resolves bindings, we want to update our UI in response + // to show the currently relevant binding. + private static void OnActionChange(object obj, InputActionChange change) + { + if (change != InputActionChange.BoundControlsChanged) + return; + + var action = obj as InputAction; + var actionMap = action?.actionMap ?? obj as InputActionMap; + var actionAsset = actionMap?.asset ?? obj as InputActionAsset; + + for (var i = 0; i < s_RebindActionUIs.Count; ++i) + { + var component = s_RebindActionUIs[i]; + var referencedAction = component.actionReference?.action; + if (referencedAction == null) + continue; + + if (referencedAction == action || + referencedAction.actionMap == actionMap || + referencedAction.actionMap?.asset == actionAsset) + component.UpdateBindingDisplay(); + } + } + } + + [Serializable] + public class UpdateBindingUIEvent : UnityEvent + { + } +} diff --git a/Assets/Samples/RebindingUI/ActionLabel.cs.meta b/Assets/Samples/RebindingUI/ActionLabel.cs.meta new file mode 100644 index 0000000000..ee722655b6 --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionLabel.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e486f50f3398f47b5a0a6b8f3270fc7e \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/ActionLabelEditor.cs b/Assets/Samples/RebindingUI/ActionLabelEditor.cs new file mode 100644 index 0000000000..8e491b9156 --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionLabelEditor.cs @@ -0,0 +1,162 @@ +#if UNITY_EDITOR +using System.Linq; +using UnityEditor; + +////TODO: support multi-object editing + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// A custom inspector for which provides a more convenient way for + /// picking the binding which to rebind. + /// + [CustomEditor(typeof(ActionLabel))] + public class ActionLabelEditor : UnityEditor.Editor + { + protected void OnEnable() + { + m_ActionProperty = serializedObject.FindProperty("m_Action"); + m_BindingIdProperty = serializedObject.FindProperty("m_BindingId"); + m_BindingTextProperty = serializedObject.FindProperty("m_BindingText"); + m_DisplayStringOptionsProperty = serializedObject.FindProperty("m_DisplayStringOptions"); + m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent"); + + RefreshBindingOptions(); + } + + public override void OnInspectorGUI() + { + EditorGUI.BeginChangeCheck(); + + // Binding section. + EditorGUILayout.LabelField(m_BindingLabel, Styles.boldLabel); + using (new EditorGUI.IndentLevelScope()) + { + EditorGUILayout.PropertyField(m_ActionProperty); + + var newSelectedBinding = EditorGUILayout.Popup(m_BindingLabel, m_SelectedBindingOption, m_BindingOptions); + if (newSelectedBinding != m_SelectedBindingOption) + { + var bindingId = m_BindingOptionValues[newSelectedBinding]; + m_BindingIdProperty.stringValue = bindingId; + m_SelectedBindingOption = newSelectedBinding; + } + + var optionsOld = (InputBinding.DisplayStringOptions)m_DisplayStringOptionsProperty.intValue; + var optionsNew = (InputBinding.DisplayStringOptions)EditorGUILayout.EnumFlagsField(m_DisplayOptionsLabel, optionsOld); + if (optionsOld != optionsNew) + m_DisplayStringOptionsProperty.intValue = (int)optionsNew; + } + + // UI section. + EditorGUILayout.Space(); + EditorGUILayout.LabelField(m_UILabel, Styles.boldLabel); + using (new EditorGUI.IndentLevelScope()) + { + EditorGUILayout.PropertyField(m_BindingTextProperty); + } + + // Events section. + EditorGUILayout.Space(); + EditorGUILayout.LabelField(m_EventsLabel, Styles.boldLabel); + using (new EditorGUI.IndentLevelScope()) + { + EditorGUILayout.PropertyField(m_UpdateBindingUIEventProperty); + } + + if (EditorGUI.EndChangeCheck()) + { + serializedObject.ApplyModifiedProperties(); + RefreshBindingOptions(); + } + } + + protected void RefreshBindingOptions() + { + var actionReference = (InputActionReference)m_ActionProperty.objectReferenceValue; + var action = actionReference?.action; + + if (action == null) + { + m_BindingOptions = new GUIContent[0]; + m_BindingOptionValues = new string[0]; + m_SelectedBindingOption = -1; + return; + } + + var bindings = action.bindings; + var bindingCount = bindings.Count; + + m_BindingOptions = new GUIContent[bindingCount]; + m_BindingOptionValues = new string[bindingCount]; + m_SelectedBindingOption = -1; + + var currentBindingId = m_BindingIdProperty.stringValue; + for (var i = 0; i < bindingCount; ++i) + { + var binding = bindings[i]; + var bindingId = binding.id.ToString(); + var haveBindingGroups = !string.IsNullOrEmpty(binding.groups); + + // If we don't have a binding groups (control schemes), show the device that if there are, for example, + // there are two bindings with the display string "A", the user can see that one is for the keyboard + // and the other for the gamepad. + var displayOptions = + InputBinding.DisplayStringOptions.DontUseShortDisplayNames | InputBinding.DisplayStringOptions.IgnoreBindingOverrides; + if (!haveBindingGroups) + displayOptions |= InputBinding.DisplayStringOptions.DontOmitDevice; + + // Create display string. + var displayString = action.GetBindingDisplayString(i, displayOptions); + + // If binding is part of a composite, include the part name. + if (binding.isPartOfComposite) + displayString = $"{ObjectNames.NicifyVariableName(binding.name)}: {displayString}"; + + // Some composites use '/' as a separator. When used in popup, this will lead to to submenus. Prevent + // by instead using a backlash. + displayString = displayString.Replace('/', '\\'); + + // If the binding is part of control schemes, mention them. + if (haveBindingGroups) + { + var asset = action.actionMap?.asset; + if (asset != null) + { + var controlSchemes = string.Join(", ", + binding.groups.Split(InputBinding.Separator) + .Select(x => asset.controlSchemes.FirstOrDefault(c => c.bindingGroup == x).name)); + + displayString = $"{displayString} ({controlSchemes})"; + } + } + + m_BindingOptions[i] = new GUIContent(displayString); + m_BindingOptionValues[i] = bindingId; + + if (currentBindingId == bindingId) + m_SelectedBindingOption = i; + } + } + + private SerializedProperty m_ActionProperty; + private SerializedProperty m_BindingIdProperty; + private SerializedProperty m_BindingTextProperty; + private SerializedProperty m_UpdateBindingUIEventProperty; + private SerializedProperty m_DisplayStringOptionsProperty; + + private GUIContent m_BindingLabel = new GUIContent("Binding"); + private GUIContent m_DisplayOptionsLabel = new GUIContent("Display Options"); + private GUIContent m_UILabel = new GUIContent("UI"); + private GUIContent m_EventsLabel = new GUIContent("Events"); + private GUIContent[] m_BindingOptions; + private string[] m_BindingOptionValues; + private int m_SelectedBindingOption; + + private static class Styles + { + public static GUIStyle boldLabel = new GUIStyle("MiniBoldLabel"); + } + } +} +#endif diff --git a/Assets/Samples/RebindingUI/ActionLabelEditor.cs.meta b/Assets/Samples/RebindingUI/ActionLabelEditor.cs.meta new file mode 100644 index 0000000000..9613e8a16d --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionLabelEditor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 00bbef538999c4fd182f7ebad42ea0f1 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/Game.meta b/Assets/Samples/RebindingUI/Game.meta new file mode 100644 index 0000000000..c805e4cd19 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 21935277cd31047e6a51cbe3546e11d3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/RebindingUI/Game/Bullet.cs b/Assets/Samples/RebindingUI/Game/Bullet.cs new file mode 100644 index 0000000000..0e2418b39e --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/Bullet.cs @@ -0,0 +1,40 @@ +using System; +using UnityEngine; +using UnityEngine.Pool; + +public class Bullet : MonoBehaviour +{ + public float speed = 1.0f; + public Vector3 direction = Vector3.forward; + public IObjectPool pool; + + private bool m_Destroyed; + + private void Update() + { + // Animate bullet + transform.position += direction * (speed * Time.deltaTime); + + // Destroy bullet if it has exited the game area + if (Vector3.Distance(transform.position, Vector3.zero) > 10.0f) + OnParticleDestroyed(); + } + + void OnEnable() + { + m_Destroyed = false; + } + + private void OnCollisionEnter(Collision other) + { + OnParticleDestroyed(); + } + + private void OnParticleDestroyed() + { + if (m_Destroyed) + return; + pool.Release(this); + m_Destroyed = true; + } +} diff --git a/Assets/Samples/RebindingUI/Game/Bullet.cs.meta b/Assets/Samples/RebindingUI/Game/Bullet.cs.meta new file mode 100644 index 0000000000..d7d5c41835 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/Bullet.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2867f2515c4ec43e1b5a3431b1f101b5 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/Game/Bullet.prefab b/Assets/Samples/RebindingUI/Game/Bullet.prefab new file mode 100644 index 0000000000..9c1ebb6bab --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/Bullet.prefab @@ -0,0 +1,125 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &3118742897133167386 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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margin, horizontalExtent + margin); + WrapAround(ref newPosition.y, -orthoSize - margin, orthoSize + margin); + if (newPosition != position) + { + result = newPosition; + return true; + } + } + + result = position; + return false; + } + + public bool TryTeleportOrthographicExtents(Vector3 position, out Vector3 result, float margin = 0.8f) + { + return TryTeleportOrthographicExtents(gameCamera, position, out result, margin); + } + + private void Awake() + { + m_EnemyPool = new ObjectPool( + createFunc: () => + { + var enemyComponent = Instantiate(enemy).GetComponent(); + enemyComponent.pool = m_EnemyPool; + enemyComponent.target = m_Player.transform; + enemyComponent.manager = this; + return enemyComponent; + }, + actionOnGet: (obj) => obj.gameObject.SetActive(true), + actionOnRelease: (obj) => obj.gameObject.SetActive(false), + actionOnDestroy: (obj) => Destroy(obj.gameObject)); + + m_EnemyExplosionPool = new ObjectPool( + createFunc: () => Instantiate(enemyExplosion).GetComponent(), + actionOnGet: (obj) => obj.gameObject.SetActive(true), + actionOnRelease: (obj) => obj.gameObject.SetActive(false), + actionOnDestroy: (obj) => Destroy(obj.gameObject)); + + m_CameraPosition = gameCamera.transform.position; + + var components = messageService.GetComponents(typeof(IShowMessages)); + foreach (var component in components) + { + var messages = component as IShowMessages; + if (messages == null) + continue; + m_Messages = messages; + break; + } + } + + void Start() + { + // Instantiate and initialize the player + m_Player = Instantiate(player, transform, worldPositionStays: true); + var playerComponent = m_Player.GetComponent(); + playerComponent.manager = this; + playerComponent.camera = gameCamera; + + // Delay first spawn so player has a chance to get ready + m_TimeToNextSpawn = 3.0f; + + // Make sure no message is visible + m_Messages.HideMessage(); + } + + void OnEnable() + { + messageService.gameObject.SetActive(true); + + Application.focusChanged += OnApplicationFocusChanged; + if (Application.isFocused) + ResumeGame(); + else + m_Messages.ShowMessage("PAUSED"); + } + + void OnDisable() + { + messageService?.gameObject.SetActive(false); // TODO May sometimes be destroyed, fix + PauseGame(); + } + + private void OnApplicationFocusChanged(bool focus) + { + if (focus) + ResumeGame(); + else + PauseGame(); + } + + void ResetGame() + { + messageService.gameObject.SetActive(false); + messageService = null; + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); + } + + void ResumeGame() + { + Time.timeScale = 1.0f; + Cursor.visible = false; + Cursor.lockState = CursorLockMode.Locked; + + m_Messages.HideMessage(); + } + + void PauseGame() + { + Time.timeScale = 0.0f; + Cursor.visible = true; + Cursor.lockState = CursorLockMode.None; + } + + void SpawnEnemy() + { + if (m_EnemySpawnCount == 0) + return; + + m_TimeToNextSpawn -= Time.deltaTime; + if (m_TimeToNextSpawn > 0.0f) + return; + + m_TimeToNextSpawn += enemySpawnRate; + --m_EnemySpawnCount; + + // Rent an enemy from the enemy pool + var enemyComponent = m_EnemyPool.Get(); + + // Make the enemy spawn on border of visible game area + var orthoSize = gameCamera.orthographicSize; + var horizontalExtent = orthoSize * gameCamera.aspect; + var axis = Random.Range(-1.0f, 1.0f); + var margin = 0.5f; + var random = Random.Range(0, 4); + switch (random) + { + case 0: + enemyComponent.transform.position = new Vector3(axis * horizontalExtent, orthoSize + margin, 0.0f); + break; + case 1: + enemyComponent.transform.position = new Vector3(axis * horizontalExtent, -orthoSize - margin, 0.0f); + break; + case 2: + enemyComponent.transform.position = new Vector3(-horizontalExtent - margin, axis * orthoSize, 0.0f); + break; + case 3: + enemyComponent.transform.position = new Vector3(horizontalExtent + margin, axis * orthoSize, 0.0f); + break; + default: + break; + } + } + + void AnimateCameraShake() + { + // Animate shake duration towards zero + if (m_ShakeDuration > 0.0f) + m_ShakeDuration = Mathf.Max(m_ShakeDuration - Time.deltaTime, 0); + + // Compute camera shake position offset vector + var cameraShakeOffset = new Vector3( + m_CameraShakeForce * Mathf.Sin(Time.realtimeSinceStartup * 71.0f), + m_CameraShakeForce * Mathf.Sin(Time.realtimeSinceStartup * 53.0f + Mathf.PI / 3.0f), + gameCamera.transform.position.z); + + // Apply camera shake effect using inverse lerp + gameCamera.transform.position = Vector3.Lerp(m_CameraPosition, cameraShakeOffset, m_ShakeDuration); + } + + void AnimateHapticShake() + { + // Abort if there is no gamepad available or if the player is not currently using a gamepad + var gamepad = Gamepad.current; + if (gamepad == null) + return; + + // Animate motor speeds uniformly according to shake for a simple immersive effect + var frequency = 0.0f; + if (m_ShakeDuration > 0.0f) + frequency = 1.0f - m_ShakeDuration; + gamepad.SetMotorSpeeds(lowFrequency: frequency, highFrequency: frequency); + } + + void NextRound() + { + m_Messages.ShowMessage($"ROUND {++m_Round}", TimeSpan.FromSeconds(3)); + m_EnemySpawnCount = 5 + m_Round * 2; + m_RemainingEnemiesRound = m_EnemySpawnCount; + enemySpawnRate *= 0.9f; + } + + void Update() + { + // If all enemies have been eliminated, begin a new round + if (m_RemainingEnemiesRound == 0) + NextRound(); + + SpawnEnemy(); + AnimateCameraShake(); + AnimateHapticShake(); + } +} diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs.meta b/Assets/Samples/RebindingUI/Game/GameplayManager.cs.meta new file mode 100644 index 0000000000..c17c14a230 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 13c95923af8174931ad73d78d63413bc \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/Game/Message.cs b/Assets/Samples/RebindingUI/Game/Message.cs new file mode 100644 index 0000000000..5b96b21693 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/Message.cs @@ -0,0 +1,47 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +public interface IShowMessages +{ + public void ShowMessage(string message); + public void ShowMessage(string message, TimeSpan duration, Action timeoutCallback = null); + public void HideMessage(); +} + +public class Message : MonoBehaviour, IShowMessages +{ + public Text text; + private double m_Timeout; + private Action m_TimeoutCallback; + + public void HideMessage() + { + gameObject.SetActive(false); + } + + public void ShowMessage(string message) + { + if (text) + text.text = message; + } + + public void ShowMessage(string message, TimeSpan duration, Action timeoutCallback = null) + { + ShowMessage(message); + m_TimeoutCallback = timeoutCallback; + m_Timeout = Time.timeAsDouble + duration.TotalSeconds; + gameObject.SetActive(true); + } + + void Update() + { + if (!(Time.timeAsDouble >= m_Timeout)) + return; + + HideMessage(); + + m_TimeoutCallback?.Invoke(); + m_TimeoutCallback = null; + } +} diff --git a/Assets/Samples/RebindingUI/Game/Message.cs.meta b/Assets/Samples/RebindingUI/Game/Message.cs.meta new file mode 100644 index 0000000000..3624f73910 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/Message.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8ab179ac572fd4ff5a2598d5878d962d \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/Game/New Material.mat b/Assets/Samples/RebindingUI/Game/New Material.mat new file mode 100644 index 0000000000..23299d7c70 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/New Material.mat @@ -0,0 +1,84 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: New Material + m_Shader: {fileID: 101, guid: 0000000000000000f000000000000000, type: 0} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_LockedProperties: + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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Vector3.zero : Vector3.one; + // omniFire.transform.localScale = omniFire ? Vector3.one : Vector3.zero; + } + + private void OnDisable() + { + move?.action?.Disable(); + look?.action?.Disable(); + interact?.action?.Disable(); + use?.action?.Disable(); + } + + private void OldUpdate() + { + var deltaTime = Time.deltaTime; + + // When we "Move" we add to the target position + /*if (move != null && move.action != null) + m_TargetPosition += (Vector3)(move.action.ReadValue() * Time.deltaTime * movementSpeed);*/ + + // When we "Look" we rotate the target object relative to its current orientation. + if (look != null && look.action != null && target != null) + { + // If the underlying control is a relative control we should not scale with time. + // If the underlying control is absolute, we sample magnitude with elapsed time + // to convert absolute movement to movement per time unit. + var timeInvariant = (look.action.activeControl is DeltaControl); + var scale = timeInvariant ? 1.0f : deltaTime * 300.0f; + + //target.transform.Rotate(Vector3.up, look.action.ReadValue().x * -1.0f * scale, Space.World); + //target.transform.Rotate(Vector3.right, look.action.ReadValue().y * 1.0f * scale, Space.World); + target.transform.Rotate(Vector3.forward, look.action.ReadValue().x * -1.0f * scale, Space.World); + } + + // When we "Move" we add to the target position + if (move != null && move.action != null) + { + var moveValue = move.action.ReadValue(); + m_TargetPosition += transform.up * (moveValue.y * (deltaTime * movementSpeed)) + + transform.right * (moveValue.x * (deltaTime * movementSpeed * 0.33f)); + } + + // When we "Interact", we move to the next target color + m_TimeUntilNextFire -= deltaTime; + if (interact.action.IsPressed() && m_TimeUntilNextFire <= 0.0f) + { + m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; + + if (m_OmniFire) + { + OmniFire(); + m_TimeUntilNextFire += omniFireRate; + } + else + { + Fire(transform.up); + m_TimeUntilNextFire += fireRate; + } + } + if (m_TimeUntilNextFire < 0.0f) + m_TimeUntilNextFire = 0.0f; + + // When we "Use", we toggle scale of secondary object + m_TimeUntilNextOmniFire -= deltaTime; + if (use.action.WasPerformedThisFrame()) + { + //OmniFire(); + m_OmniFire = !m_OmniFire; + m_TargetScale = m_OmniFire ? 1.0f : 0.0f; + } + + // Animate towards target position + if (target != null) + target.transform.position = Vector3.Lerp(target.transform.position, m_TargetPosition, Time.deltaTime * movementSpeed); + + // Animate material + //if (m_Material != null) + // m_Material.SetColor(Color1, Color.Lerp(m_Material.color, m_TargetColor, Time.deltaTime * 2.0f)); + + // Animate scale of fire vs omni-fire to be the inverse of each other + var omniFireScale = Mathf.Lerp(omniFire.transform.localScale.x, m_TargetScale, Time.deltaTime * 10.0f); + fire.transform.localScale = new Vector3(1.0f - omniFireScale, 1.0f - omniFireScale, 1.0f - omniFireScale); + omniFire.transform.localScale = new Vector3(omniFireScale, omniFireScale, omniFireScale); + } + + private void Fire(float deltaTime) + { + // When we "Interact", we move to the next target color + m_TimeUntilNextFire -= deltaTime; + if (interact.action.IsPressed() && m_TimeUntilNextFire <= 0.0f) + { + m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; + + if (m_OmniFire) + { + OmniFire(); + m_TimeUntilNextFire += omniFireRate; + } + else + { + Fire(transform.up); + m_TimeUntilNextFire += fireRate; + } + } + if (m_TimeUntilNextFire < 0.0f) + m_TimeUntilNextFire = 0.0f; + } + + private void ChangeWeapon(float deltaTime) + { + m_TimeUntilNextOmniFire -= deltaTime; + if (use.action.WasPressedThisFrame()) + { + m_OmniFire = !m_OmniFire; + m_TargetScale = m_OmniFire ? 1.0f : 0.0f; + m_BeltAngle += 360.0f; + } + } + + private void AnimateChangeWeapon(float deltaTime) + { + // Animate scale of fire vs omni-fire to be the inverse of each other + var omniFireScale = Mathf.Lerp(omniFire.transform.localScale.x, m_TargetScale, deltaTime * 10.0f); + fire.transform.localScale = new Vector3(1.0f - omniFireScale, 1.0f - omniFireScale, 1.0f - omniFireScale); + omniFire.transform.localScale = new Vector3(omniFireScale, omniFireScale, omniFireScale); + } + + private void AnimateFireWeapon(float deltaTime) + { + // Animate belt angle to simulate bullet reload + m_BeltAngle = Mathf.Lerp(m_BeltAngle, m_TargetBeltAngle, deltaTime * 10.0f); + belt.transform.localEulerAngles = new Vector3(0, m_BeltAngle, 0); + + // Animate barrel back to rest position after bullet has been fired + var localPosition = barrel.transform.localPosition; + barrel.transform.localPosition = new Vector3( + localPosition.x, + Mathf.Lerp(localPosition.y, m_BarrelPosition, deltaTime * 10.0f), + localPosition.z); + } + + private void Rotate(float deltaTime) + { + // If the underlying control is a relative control we should not scale with time. + // If the underlying control is absolute, we scale magnitude with elapsed time. + var timeInvariant = (look.action.activeControl is DeltaControl); + var scale = timeInvariant ? 1.0f : deltaTime * 300.0f; + target.transform.Rotate(Vector3.forward, look.action.ReadValue().x * -1.0f * scale, Space.World); + } + + private void Update() + { + var deltaTime = Time.deltaTime; + + Fire(deltaTime); + ChangeWeapon(deltaTime); + Rotate(deltaTime); + + AnimateChangeWeapon(deltaTime); + AnimateFireWeapon(deltaTime); + + if (manager.TryTeleportOrthographicExtents(transform.position, out var result)) + transform.position = result; + } + + private void OnCollisionEnter(Collision other) + { + // If we are hit by a bullet apply force + if (other.gameObject.GetComponent()) + { + //manager.Explosion(animationTarget.transform, other.GetContact(0).point); + //pool.Release(this); + manager.GameOver(); //Destroy(gameObject); // TODO End game + } + } + + private void FixedUpdate() + { + var moveValue = move.action.ReadValue(); + var y = moveValue.y; + if (y < 0.0f) + y *= 0.33f; + if (m_Rigidbody.linearVelocity.magnitude < 10.0f) + m_Rigidbody.AddRelativeForce(10.0f * Vector3.up * y + 5.0f * Vector3.right * moveValue.x, ForceMode.Acceleration); + //m_Rigidbody.AddRelativeForce(10.0f * Vector3.up * x, ForceMode.Acceleration); + //m_Rigidbody.AddForce(10.0f * transform.right * x, ForceMode.Acceleration); + + + //m_Rigidbody.AddForce(transform.up * 0.1f, ForceMode.Acceleration); // thrust + // Debug.Log(scale); + // if (m_Rigidbody.angularVelocity.magnitude < 1.0f) + // m_Rigidbody.AddRelativeTorque(0.0f, 0.0f, scale * 30.0f * -look.action.ReadValue().x, ForceMode.Acceleration); // left + + + //m_Rigidbody.AddRelativeTorque(0.0f, 0.0f, 5.0f * -look.action.ReadValue().x, ForceMode.VelocityChange); // left + } + + private void OmniFire() + { + // Fire in all directions with 45 degree offset for each bullet + Fire(transform.up); + Fire(Quaternion.AngleAxis(45.0f, Vector3.forward) * transform.up); + Fire(Quaternion.AngleAxis(90.0f, Vector3.forward) * transform.up); + Fire(Quaternion.AngleAxis(135.0f, Vector3.forward) * transform.up); + Fire(Quaternion.AngleAxis(180.0f, Vector3.forward) * transform.up); + Fire(Quaternion.AngleAxis(225.0f, Vector3.forward) * transform.up); + Fire(Quaternion.AngleAxis(270.0f, Vector3.forward) * transform.up); + Fire(Quaternion.AngleAxis(315.0f, Vector3.forward) * transform.up); + } + + private void Fire(Vector3 direction) + { + // Fire a single bullet in the direction of the player + var bulletOffset = 0.8f; + var bullet = m_ObjectPool.Get(); + bullet.direction = direction; + bullet.transform.position = transform.position + direction.normalized * bulletOffset; + bullet.pool = m_ObjectPool; + + m_BeltAngle += 45.0f; + + var pos = barrel.transform.localPosition; + barrel.transform.localPosition = new Vector3(pos.x, m_BarrelPosition - 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// Since this sample has no UI to cancle rebinding we timeout after not receiving input for a period of time. - .WithTimeout(10.0f) + // We use a timeout to illustrate that its possible to skip cancel buttons and let rebind timeout. + .WithTimeout(m_RebindTimeout) .OnComplete( operation => { @@ -394,7 +394,7 @@ private void UpdateRebindInfo(double now) return; var text = (m_RebindOperation.timeout > 0.0f) - ? $"(This will timeout in {remainingTimeoutWholeSeconds} seconds if no matching input is received)" + ? $"Cancels in {remainingTimeoutWholeSeconds} seconds if no matching input is provided." : string.Empty; m_RebindInfo.text = text; m_LastRemainingTimeoutSeconds = remainingTimeoutWholeSeconds; @@ -495,6 +495,10 @@ private static void OnActionChange(object obj, InputActionChange change) [SerializeField] private Button m_RebindCancelButton; + [Tooltip("Optional rebinding timeout in seconds. If zero, no timeout will be used.")] + [SerializeField] + private float m_RebindTimeout; + [Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying " + "bindings in custom ways, e.g. using images instead of text.")] [SerializeField] diff --git a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs index 8c4e77af82..18e4c86532 100644 --- a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs +++ b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs @@ -23,6 +23,7 @@ protected void OnEnable() m_RebindTextProperty = serializedObject.FindProperty("m_RebindText"); m_RebindInfoProperty = serializedObject.FindProperty("m_RebindInfo"); m_RebindCancelButtonProperty = serializedObject.FindProperty("m_RebindCancelButton"); + m_RebindTimeoutProperty = serializedObject.FindProperty("m_RebindTimeout"); m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent"); m_RebindStartEventProperty = serializedObject.FindProperty("m_RebindStartEvent"); m_RebindStopEventProperty = serializedObject.FindProperty("m_RebindStopEvent"); @@ -68,6 +69,14 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_RebindCancelButtonProperty); } + // Rebind options section. + EditorGUILayout.Space(); + EditorGUILayout.LabelField(m_RebindOptionsLabel, Styles.boldLabel); + using (new EditorGUI.IndentLevelScope()) + { + EditorGUILayout.PropertyField(m_RebindTimeoutProperty); + } + // Events section. EditorGUILayout.Space(); EditorGUILayout.LabelField(m_EventsLabel, Styles.boldLabel); @@ -161,6 +170,7 @@ protected void RefreshBindingOptions() private SerializedProperty m_RebindTextProperty; private SerializedProperty m_RebindInfoProperty; private SerializedProperty m_RebindCancelButtonProperty; + private SerializedProperty m_RebindTimeoutProperty; private SerializedProperty m_RebindStartEventProperty; private SerializedProperty m_RebindStopEventProperty; private SerializedProperty m_UpdateBindingUIEventProperty; @@ -169,6 +179,7 @@ protected void RefreshBindingOptions() private GUIContent m_BindingLabel = new GUIContent("Binding"); private GUIContent m_DisplayOptionsLabel = new GUIContent("Display Options"); private GUIContent m_UILabel = new GUIContent("UI"); + private GUIContent m_RebindOptionsLabel = new GUIContent("Rebind Options"); private GUIContent m_EventsLabel = new GUIContent("Events"); private GUIContent[] m_BindingOptions; private string[] m_BindingOptionValues; diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index 694c5ba853..9506b1e330 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -1,4 +1,6 @@ +using System; using UnityEngine.EventSystems; +using UnityEngine.Pool; namespace UnityEngine.InputSystem.Samples.RebindUI { @@ -17,6 +19,12 @@ public class RebindUIGameManager : MonoBehaviour [Tooltip("The input action to be used to toggle menu (Required).")] public InputActionReference toggleMenuAction; + [Tooltip("The gameplay manager responsible for managing gameplay.")] + public GameplayManager gameplayManager; + + private GameState m_CurrentState = GameState.Initializing; + private GameState m_NextState = GameState.Playing; + /// /// Toggles between game state and rebinding menu state. /// @@ -40,9 +48,6 @@ private enum GameState RebindingMenu } - private GameState m_CurrentState = GameState.Initializing; - private GameState m_NextState = GameState.Playing; - private void OnToggleMenu(InputAction.CallbackContext obj) { ToggleMenu(); @@ -73,19 +78,20 @@ private void Update() // Entering game mode: enable in-game actions, show menu case GameState.Playing: gameplayActions.Enable(); + gameplayManager.enabled = true; menu.SetActive(false); - Time.timeScale = 1.0f; break; // Entering menu: disable in-game actions, hide menu, make sure we have selection. // Also make sure or toggle menu action is enabled in case its part of gameplay actions. case GameState.RebindingMenu: gameplayActions.Disable(); + gameplayManager.enabled = false; toggleMenuAction.action.Enable(); - Time.timeScale = 0.0f; + menu.SetActive(true); if (EventSystem.current.currentSelectedGameObject == null) - EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); + EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); // TODO Move to other canvas interaction place break; } } diff --git a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions index a33a278591..b39b92fada 100644 --- a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions +++ b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions @@ -24,16 +24,16 @@ "initialStateCheck": true }, { - "name": "Interact", - "type": "Button", + "name": "Fire", + "type": "PassThrough", "id": "2bd60403-0923-469e-a3a4-7338b04f6bbc", - "expectedControlType": "", + "expectedControlType": "Button", "processors": "", "interactions": "", "initialStateCheck": false }, { - "name": "Use", + "name": "Change", "type": "Button", "id": "0ad5a52c-b00c-4d5b-b5ec-498c048c26a0", "expectedControlType": "", @@ -114,7 +114,7 @@ "id": "d540edf6-bfaa-4b08-b8d5-925398a2debe", "path": "/rightStick", "interactions": "", - "processors": "", + "processors": "ScaleVector2", "groups": "Gamepad", "action": "Look", "isComposite": false, @@ -125,7 +125,7 @@ "id": "7c03e976-d9da-4d96-9bcd-622e98b0f3c3", "path": "/delta", "interactions": "", - "processors": "", + "processors": "ScaleVector2", "groups": "Keyboard", "action": "Look", "isComposite": false, @@ -134,44 +134,44 @@ { "name": "", "id": "de604efe-a9ca-4fa6-9d4a-4b0053d61efc", - "path": "/e", + "path": "/leftButton", "interactions": "", "processors": "", "groups": "Keyboard", - "action": "Interact", + "action": "Fire", "isComposite": false, "isPartOfComposite": false }, { "name": "", "id": "50a5adae-36bc-4b42-ac08-266d143e2c62", - "path": "/buttonSouth", + "path": "/rightTrigger", "interactions": "", "processors": "", "groups": "Gamepad", - "action": "Interact", + "action": "Fire", "isComposite": false, "isPartOfComposite": false }, { "name": "", "id": "d3214b99-db3c-4cff-9467-0b535b9272a1", - "path": "/f", + "path": "/rightButton", "interactions": "", "processors": "", "groups": ";Keyboard", - "action": "Use", + "action": "Change", "isComposite": false, "isPartOfComposite": false }, { "name": "", "id": "3a7bf966-6c87-46d8-80da-d6270baccac5", - "path": "/buttonWest", + "path": "/buttonEast", "interactions": "", "processors": "", "groups": ";Gamepad", - "action": "Use", + "action": "Change", "isComposite": false, "isPartOfComposite": false } diff --git a/Assets/Samples/RebindingUI/RebindingUISampleController.cs b/Assets/Samples/RebindingUI/RebindingUISampleController.cs deleted file mode 100644 index 3344f226cd..0000000000 --- a/Assets/Samples/RebindingUI/RebindingUISampleController.cs +++ /dev/null @@ -1,102 +0,0 @@ -using System; -using NUnit.Framework; -using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.InputSystem.Controls; - -// Note: Error handling has been excluded from this script since not the main focus of example. - -namespace UnityEngine.InputSystem.Samples.RebindUI -{ - [RequireComponent(typeof(MeshRenderer))] - public class RebindingUISampleController : MonoBehaviour - { - public GameObject target; - public GameObject secondaryTarget; - public InputActionReference move; - public InputActionReference look; - public InputActionReference interact; - public InputActionReference use; - public InputActionReference menu; - - public float movementSpeed = 10.0f; - - private Material m_Material; - private Vector3 m_TargetPosition; - private Vector3 m_TargetEulerAngles; - private Color m_TargetColor; - private float m_TargetScale = 1.0f; - - private static readonly Color[] Colors = { Color.red, Color.green, new Color(0.2f, 0.2f, 1.0f), Color.yellow }; - private static readonly int Color1 = Shader.PropertyToID("_Color"); - - private int m_ColorIndex; - - private void Start() - { - m_Material = GetComponent().sharedMaterial; - m_TargetColor = Colors[m_ColorIndex]; - } - - private void OnEnable() - { - if (target != null) - m_TargetPosition = target.transform.position; - - move?.action?.Enable(); - look?.action?.Enable(); - interact?.action?.Enable(); - use?.action?.Enable(); - } - - private void OnDisable() - { - move?.action?.Disable(); - look?.action?.Disable(); - interact?.action?.Disable(); - use?.action?.Disable(); - } - - private void Update() - { - // When we "Move" we add to the target position - if (move != null && move.action != null) - m_TargetPosition += (Vector3)(move.action.ReadValue() * Time.deltaTime * movementSpeed); - - // When we "Look" we rotate the target object relative to its current orientation. - if (look != null && look.action != null && target != null) - { - // If the underlying control is a relative control we should not scale with time. - // If the underlying control is absolute, we sample magnitude with elapsed time - // to convert absolute movement to movement per time unit. - var timeInvariant = (look.action.activeControl is DeltaControl); - var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; - - target.transform.Rotate(Vector3.up, look.action.ReadValue().x * -1.0f * scale, Space.World); - target.transform.Rotate(Vector3.right, look.action.ReadValue().y * 1.0f * scale, Space.World); - } - - // When we "Interact", we move to the next target color - if (interact.action.WasPressedThisFrame()) - m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; - - // When we "Use", we toggle scale of secondary object - if (use.action.WasPerformedThisFrame()) - m_TargetScale = (Mathf.Approximately(m_TargetScale, 0.0f) ? 1.0f : 0.0f); - - // Animate towards target position, target material color - if (target != null) - target.transform.position = Vector3.Lerp(target.transform.position, m_TargetPosition, Time.deltaTime * movementSpeed); - if (m_Material != null) - m_Material.SetColor(Color1, Color.Lerp(m_Material.color, m_TargetColor, Time.deltaTime * 2.0f)); - - // Animate scale of secondary object - 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target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindTimeout + value: 10 + objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_UIActionMap.m_Id @@ -17177,7 +8149,6 @@ SceneRoots: m_Roots: - {fileID: 1183078599} - {fileID: 1618329840} - - {fileID: 319766379} - {fileID: 861395295} - {fileID: 780148237} - {fileID: 51853244} diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 74b7468982..75948f0209 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -1960,6 +1960,7 @@ public RebindingOperation WithControlsExcluding(string path) /// public RebindingOperation WithTimeout(float timeInSeconds) { + ThrowIfRebindInProgress(); m_Timeout = timeInSeconds; return this; } From cf4a2b24456406a74db785b83eb16d55e97a7eb2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Mon, 30 Jun 2025 08:37:59 +0200 Subject: [PATCH 55/85] FIX: Bug fix to RebindActionUI not showing binding when no event occurrs --- Assets/Samples/RebindingUI/RebindActionUI.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index 49e8794c36..e227daf49c 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -418,6 +418,7 @@ protected void OnEnable() s_RebindActionUIs.Add(this); if (s_RebindActionUIs.Count == 1) InputSystem.onActionChange += OnActionChange; + UpdateBindingDisplay(); } protected void OnDisable() @@ -431,6 +432,7 @@ protected void OnDisable() s_RebindActionUIs = null; InputSystem.onActionChange -= OnActionChange; } + UpdateBindingDisplay(); } // When the action system re-resolves bindings, we want to update our UI in response. While this will From a82be7017015ea4560921203adb1aa938ba3fadc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Mon, 30 Jun 2025 08:38:26 +0200 Subject: [PATCH 56/85] Sample cleanup --- Assets/Samples/RebindingUI/ActionLabel.cs | 21 +- .../RebindingUI/Game/GameplayManager.cs | 28 +- .../Samples/RebindingUI/Game/New Material.mat | 84 - .../RebindingUI/Game/New Material.mat.meta | 8 - Assets/Samples/RebindingUI/Game/Player.cs | 168 +- Assets/Samples/RebindingUI/Game/Player.prefab | 10100 +--------------- .../RebindingUI/RebindingUISampleScene.unity | 2 +- 7 files changed, 198 insertions(+), 10213 deletions(-) delete mode 100644 Assets/Samples/RebindingUI/Game/New Material.mat delete mode 100644 Assets/Samples/RebindingUI/Game/New Material.mat.meta diff --git a/Assets/Samples/RebindingUI/ActionLabel.cs b/Assets/Samples/RebindingUI/ActionLabel.cs index 30ca785ce3..53b17ba7eb 100644 --- a/Assets/Samples/RebindingUI/ActionLabel.cs +++ b/Assets/Samples/RebindingUI/ActionLabel.cs @@ -26,7 +26,7 @@ public class ActionLabel : MonoBehaviour [SerializeField] private UpdateBindingUIEvent m_UpdateBindingUIEvent; - private static List s_RebindActionUIs; + private static List s_InputActionUIs; /// /// Reference to the action that is to be rebound. @@ -110,19 +110,20 @@ public void UpdateBindingDisplay() protected void OnEnable() { - if (s_RebindActionUIs == null) - s_RebindActionUIs = new List(); - s_RebindActionUIs.Add(this); - if (s_RebindActionUIs.Count == 1) + if (s_InputActionUIs == null) + s_InputActionUIs = new List(); + s_InputActionUIs.Add(this); + if (s_InputActionUIs.Count == 1) InputSystem.onActionChange += OnActionChange; + UpdateBindingDisplay(); } protected void OnDisable() { - s_RebindActionUIs.Remove(this); - if (s_RebindActionUIs.Count == 0) + s_InputActionUIs.Remove(this); + if (s_InputActionUIs.Count == 0) { - s_RebindActionUIs = null; + s_InputActionUIs = null; InputSystem.onActionChange -= OnActionChange; } } @@ -138,9 +139,9 @@ private static void OnActionChange(object obj, InputActionChange change) var actionMap = action?.actionMap ?? obj as InputActionMap; var actionAsset = actionMap?.asset ?? obj as InputActionAsset; - for (var i = 0; i < s_RebindActionUIs.Count; ++i) + for (var i = 0; i < s_InputActionUIs.Count; ++i) { - var component = s_RebindActionUIs[i]; + var component = s_InputActionUIs[i]; var referencedAction = component.actionReference?.action; if (referencedAction == null) continue; diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs index c519a9c1c4..db34ba9a76 100644 --- a/Assets/Samples/RebindingUI/Game/GameplayManager.cs +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -142,9 +142,10 @@ private void Awake() m_Messages = messages; break; } + Debug.Assert(m_Messages != null); } - void Start() + private void Start() { // Instantiate and initialize the player m_Player = Instantiate(player, transform, worldPositionStays: true); @@ -159,7 +160,7 @@ void Start() m_Messages.HideMessage(); } - void OnEnable() + private void OnEnable() { messageService.gameObject.SetActive(true); @@ -170,14 +171,15 @@ void OnEnable() m_Messages.ShowMessage("PAUSED"); } - void OnDisable() + private void OnDisable() { - messageService?.gameObject.SetActive(false); // TODO May sometimes be destroyed, fix + //messageService.gameObject.SetActive(false); // TODO May sometimes be destroyed, fix, reference survices scene load PauseGame(); } private void OnApplicationFocusChanged(bool focus) { + // If application looses focus, pause the game, else resume the game if (focus) ResumeGame(); else @@ -187,7 +189,7 @@ private void OnApplicationFocusChanged(bool focus) void ResetGame() { messageService.gameObject.SetActive(false); - messageService = null; + m_Messages = null; SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } @@ -197,7 +199,7 @@ void ResumeGame() Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; - m_Messages.HideMessage(); + m_Messages?.HideMessage(); // <-- issue also here } void PauseGame() @@ -205,6 +207,8 @@ void PauseGame() Time.timeScale = 0.0f; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; + + m_Messages?.ShowMessage("PAUSED"); 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+using System.Collections.Generic; using NUnit.Framework; using UnityEngine; using UnityEngine.InputSystem; @@ -9,17 +10,21 @@ namespace UnityEngine.InputSystem.Samples.RebindUI { - [RequireComponent(typeof(MeshRenderer))] public class Player : MonoBehaviour { - public GameObject target; - public GameObject fire; - public GameObject omniFire; + [Header("Input Bindings")] public InputActionReference move; public InputActionReference look; public InputActionReference interact; public InputActionReference use; - public InputActionReference menu; + + [Header("Gameplay")] + public new Camera camera; + public GameplayManager manager; + + public GameObject target; + public GameObject fire; + public GameObject omniFire; public GameObject particle; public GameObject belt; @@ -29,8 +34,7 @@ public class Player : MonoBehaviour public float fireRate = 0.25f; public float omniFireRate = 1.0f; - public new Camera camera; - public GameplayManager manager; + public Renderer[] animatedRenderers; private Material m_Material; private Vector3 m_TargetPosition; @@ -38,7 +42,7 @@ public class Player : MonoBehaviour private Color m_TargetColor; private float m_TargetScale; - private static readonly Color[] Colors = { Color.red, Color.green, new Color(0.2f, 0.2f, 1.0f), Color.yellow }; + private static readonly Color[] Colors = { Color.red, Color.yellow }; private static readonly int Color1 = Shader.PropertyToID("_Color"); private int m_ColorIndex; @@ -63,9 +67,29 @@ private void Awake() private void Start() { - m_Material = GetComponent().sharedMaterial; - m_TargetColor = Colors[m_ColorIndex]; + #if UNITY_EDITOR + // Note that this creates a instance (copy) of the material we want to animate. + // When then assign the instance to all tagged child renderers to benefit from + // batching and allow animating color without affecting the asset in editor. + foreach (var animatedRenderer in animatedRenderers) + { + if (animatedRenderer == null) + continue; + if (m_Material == null) + m_Material = animatedRenderer.material; + else + animatedRenderer.sharedMaterial = m_Material; + } + #else + // When not in editor we can safely modify the shared material without + // indirectly changing the source material. + m_Material = animatedRenderers[0].sharedMaterial; + #endif + // Initialize color and target color + m_TargetColor = GetColor(m_OmniFire); + + // Create an object pool for bullets/projectiles m_ObjectPool = new ObjectPool( createFunc: () => Instantiate(particle).GetComponent(), actionOnGet: (bullet) => bullet.gameObject.SetActive(true), @@ -73,6 +97,11 @@ private void Start() actionOnDestroy: (bullet) => Destroy(bullet.gameObject)); } + private static Color GetColor(bool omniFire) + { + return omniFire ? Color.yellow : Color.red; + } + private void OnEnable() { if (target != null) @@ -98,87 +127,12 @@ private void OnDisable() use?.action?.Disable(); } - private void OldUpdate() - { - var deltaTime = Time.deltaTime; - - // When we "Move" we add to the target position - /*if (move != null && move.action != null) - m_TargetPosition += (Vector3)(move.action.ReadValue() * Time.deltaTime * movementSpeed);*/ - - // When we "Look" we rotate the target object relative to its current orientation. - if (look != null && look.action != null && target != null) - { - // If the underlying control is a relative control we should not scale with time. - // If the underlying control is absolute, we sample magnitude with elapsed time - // to convert absolute movement to movement per time unit. - var timeInvariant = (look.action.activeControl is DeltaControl); - var scale = timeInvariant ? 1.0f : deltaTime * 300.0f; - - //target.transform.Rotate(Vector3.up, look.action.ReadValue().x * -1.0f * scale, Space.World); - //target.transform.Rotate(Vector3.right, look.action.ReadValue().y * 1.0f * scale, Space.World); - target.transform.Rotate(Vector3.forward, look.action.ReadValue().x * -1.0f * scale, Space.World); - } - - // When we "Move" we add to the target position - if (move != null && move.action != null) - { - var moveValue = move.action.ReadValue(); - m_TargetPosition += transform.up * (moveValue.y * (deltaTime * movementSpeed)) - + transform.right * (moveValue.x * (deltaTime * movementSpeed * 0.33f)); - } - - // When we "Interact", we move to the next target color - m_TimeUntilNextFire -= deltaTime; - if (interact.action.IsPressed() && m_TimeUntilNextFire <= 0.0f) - { - m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; - - if (m_OmniFire) - { - OmniFire(); - m_TimeUntilNextFire += omniFireRate; - } - else - { - Fire(transform.up); - m_TimeUntilNextFire += fireRate; - } - } - if (m_TimeUntilNextFire < 0.0f) - m_TimeUntilNextFire = 0.0f; - - // When we "Use", we toggle scale of secondary object - m_TimeUntilNextOmniFire -= deltaTime; - if (use.action.WasPerformedThisFrame()) - { - //OmniFire(); - m_OmniFire = !m_OmniFire; - m_TargetScale = m_OmniFire ? 1.0f : 0.0f; - } - - // Animate towards target position - if (target != null) - target.transform.position = Vector3.Lerp(target.transform.position, m_TargetPosition, Time.deltaTime * movementSpeed); - - // Animate material - //if (m_Material != null) - // m_Material.SetColor(Color1, Color.Lerp(m_Material.color, m_TargetColor, Time.deltaTime * 2.0f)); - - // Animate scale of fire vs omni-fire to be the inverse of each other - var omniFireScale = Mathf.Lerp(omniFire.transform.localScale.x, m_TargetScale, Time.deltaTime * 10.0f); - fire.transform.localScale = new Vector3(1.0f - omniFireScale, 1.0f - omniFireScale, 1.0f - omniFireScale); - omniFire.transform.localScale = new Vector3(omniFireScale, omniFireScale, omniFireScale); - } - private void Fire(float deltaTime) { // When we "Interact", we move to the next target color m_TimeUntilNextFire -= deltaTime; if (interact.action.IsPressed() && m_TimeUntilNextFire <= 0.0f) { - m_TargetColor = Colors[(++m_ColorIndex % Colors.Length)]; - if (m_OmniFire) { OmniFire(); @@ -202,6 +156,7 @@ private void ChangeWeapon(float deltaTime) m_OmniFire = !m_OmniFire; m_TargetScale = m_OmniFire ? 1.0f : 0.0f; m_BeltAngle += 360.0f; + m_TargetColor = m_OmniFire ? Color.yellow : Color.red; } } @@ -231,9 +186,11 @@ private void Rotate(float deltaTime) { // If the underlying control is a relative control we should not scale with time. // If the underlying control is absolute, we scale magnitude with elapsed time. + // We do not want to use physics for this rotation and hence use an object without rigidbody. var timeInvariant = (look.action.activeControl is DeltaControl); var scale = timeInvariant ? 1.0f : deltaTime * 300.0f; - target.transform.Rotate(Vector3.forward, look.action.ReadValue().x * -1.0f * scale, Space.World); + var angle = look.action.ReadValue().x * -1.0f * scale; + target.transform.Rotate(Vector3.forward, angle, Space.World); } private void Update() @@ -249,6 +206,10 @@ private void Update() if (manager.TryTeleportOrthographicExtents(transform.position, out var result)) transform.position = result; + + // Animate material + if (m_Material != null) + m_Material.SetColor(Color1, Color.Lerp(m_Material.color, m_TargetColor, Time.deltaTime * 2.0f)); } private void OnCollisionEnter(Collision other) @@ -264,51 +225,36 @@ private void OnCollisionEnter(Collision other) private void FixedUpdate() { + // Use physics to animate player movement to get a feeling of inertia. var moveValue = move.action.ReadValue(); var y = moveValue.y; if (y < 0.0f) y *= 0.33f; if (m_Rigidbody.linearVelocity.magnitude < 10.0f) - m_Rigidbody.AddRelativeForce(10.0f * Vector3.up * y + 5.0f * Vector3.right * moveValue.x, ForceMode.Acceleration); - //m_Rigidbody.AddRelativeForce(10.0f * Vector3.up * x, ForceMode.Acceleration); - //m_Rigidbody.AddForce(10.0f * transform.right * x, ForceMode.Acceleration); - - - //m_Rigidbody.AddForce(transform.up * 0.1f, ForceMode.Acceleration); // thrust - // Debug.Log(scale); - // if (m_Rigidbody.angularVelocity.magnitude < 1.0f) - // m_Rigidbody.AddRelativeTorque(0.0f, 0.0f, scale * 30.0f * -look.action.ReadValue().x, ForceMode.Acceleration); // left - - - //m_Rigidbody.AddRelativeTorque(0.0f, 0.0f, 5.0f * -look.action.ReadValue().x, ForceMode.VelocityChange); // left + m_Rigidbody.AddRelativeForce(Vector3.up * (10.0f * y) + Vector3.right * (5.0f * moveValue.x), ForceMode.Acceleration); } private void OmniFire() { // Fire in all directions with 45 degree offset for each bullet - Fire(transform.up); - Fire(Quaternion.AngleAxis(45.0f, Vector3.forward) * transform.up); - Fire(Quaternion.AngleAxis(90.0f, Vector3.forward) * transform.up); - Fire(Quaternion.AngleAxis(135.0f, Vector3.forward) * transform.up); - Fire(Quaternion.AngleAxis(180.0f, Vector3.forward) * transform.up); - Fire(Quaternion.AngleAxis(225.0f, Vector3.forward) * transform.up); - Fire(Quaternion.AngleAxis(270.0f, Vector3.forward) * transform.up); - Fire(Quaternion.AngleAxis(315.0f, Vector3.forward) * transform.up); + for (var i = 0; i < 8; ++i) + Fire(Quaternion.AngleAxis(i * 45.0f, Vector3.forward) * transform.up); } private void Fire(Vector3 direction) { - // Fire a single bullet in the direction of the player - var bulletOffset = 0.8f; + // Fire a single bullet in the direction of the player, approximately originating from the muzzle. var bullet = m_ObjectPool.Get(); bullet.direction = direction; - bullet.transform.position = transform.position + direction.normalized * bulletOffset; + bullet.transform.position = transform.position + direction.normalized * (1.6f * transform.lossyScale.y); bullet.pool = m_ObjectPool; - m_BeltAngle += 45.0f; - + // Animate barrel to simulate recoil var pos = barrel.transform.localPosition; barrel.transform.localPosition = new Vector3(pos.x, m_BarrelPosition - 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playerComponent.camera = gameCamera; // Delay first spawn so player has a chance to get ready m_TimeToNextSpawn = 3.0f; diff --git a/Assets/Samples/RebindingUI/Game/Player.cs b/Assets/Samples/RebindingUI/Game/Player.cs index 4321fa3cbf..1f9f9fcf93 100644 --- a/Assets/Samples/RebindingUI/Game/Player.cs +++ b/Assets/Samples/RebindingUI/Game/Player.cs @@ -19,7 +19,7 @@ public class Player : MonoBehaviour public InputActionReference use; [Header("Gameplay")] - public new Camera camera; + [Tooltip("The gameplay manager")] public GameplayManager manager; public GameObject target; diff --git a/Assets/Samples/RebindingUI/Game/Player.prefab b/Assets/Samples/RebindingUI/Game/Player.prefab index ef7a7f46b2..0d59d20b5e 100644 --- a/Assets/Samples/RebindingUI/Game/Player.prefab +++ b/Assets/Samples/RebindingUI/Game/Player.prefab @@ -215,7 +215,6 @@ GameObject: - component: {fileID: 2015862577459089465} - component: {fileID: 8405734665077712472} - component: {fileID: 2398786828729306593} - - component: {fileID: 6129053087595370668} m_Layer: 0 m_Name: CenterCylinder m_TagString: Untagged @@ -291,18 +290,6 @@ MeshRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_AdditionalVertexStreams: {fileID: 0} ---- !u!114 &6129053087595370668 -MonoBehaviour: - 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m_AnchorMin: {x: 0.5, y: 0} - m_AnchorMax: {x: 0.5, y: 1} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0} m_SizeDelta: {x: 20, y: 0} m_Pivot: {x: 0.5, y: 0.5} From bdd16a428cf0a691af638c740003a10222f8c9db Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Mon, 30 Jun 2025 15:28:15 +0200 Subject: [PATCH 58/85] Extracted input system related logic from Player into PlayerController, fixed haptic and light effects. Some simplification to code. --- .../RebindingUI/Game/GameplayManager.cs | 55 ++-- Assets/Samples/RebindingUI/Game/Player.cs | 283 ++++++++++-------- Assets/Samples/RebindingUI/Game/Player.prefab | 164 ++-------- .../RebindingUI/Game/PlayerController.cs | 198 ++++++++++++ .../RebindingUI/Game/PlayerController.cs.meta | 2 + 5 files changed, 404 insertions(+), 298 deletions(-) create mode 100644 Assets/Samples/RebindingUI/Game/PlayerController.cs create mode 100644 Assets/Samples/RebindingUI/Game/PlayerController.cs.meta diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs index 1667deac96..a38b62c68d 100644 --- a/Assets/Samples/RebindingUI/Game/GameplayManager.cs +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -34,8 +34,10 @@ public class GameplayManager : MonoBehaviour private ObjectPool m_EnemyPool; private ObjectPool m_EnemyExplosionPool; - private float m_CameraShakeForce; + private float m_ShakeForce; + private float m_ShakeMaxForce; private float m_ShakeDuration; + private double m_ShakeTime; private Vector3 m_CameraPosition; private IShowMessages m_Messages; @@ -49,7 +51,21 @@ public void KillEnemy() --m_RemainingEnemiesRound; } - public void Explosion(Transform target, Vector3 position) + /// + /// Returns a normalized shake value between [0, 1]. + /// + /// Normalized shake value. + public float GetShake() => Mathf.Approximately(Time.timeScale, 0.0f) ? 0.0f : m_ShakeForce; + + private void Shake(float duration, float amplitude) + { + m_ShakeMaxForce = amplitude; + m_ShakeForce = amplitude; + m_ShakeDuration = duration; + m_ShakeTime = Time.timeAsDouble; + } + + public void Explosion(Transform target, Vector3 position, float amplitude = 0.1f) { var obj = Instantiate(enemyExplosion);//m_EnemyExplosionPool.Get(); obj.transform.position = target.position; @@ -57,17 +73,15 @@ public void Explosion(Transform target, Vector3 position) var exp = obj.GetComponent(); exp.explosionPosition = position; - //obj.pool = m_EnemyExplosionPool; - m_CameraShakeForce = 0.2f; - m_ShakeDuration = 0.5f; + Shake(duration: 0.4f, amplitude: amplitude); } public void GameOver() { - m_Player.SetActive(false); + m_Player.SetActive(false); // <--- TODO This collides with haptic effect sitting on player - m_CameraShakeForce = 0.5f; + m_ShakeForce = 0.5f; m_ShakeDuration = 0.5f; //m_ResetDuration = 2.0f; @@ -245,33 +259,30 @@ void SpawnEnemy() case 3: enemyComponent.transform.position = new Vector3(horizontalExtent + margin, axis * orthoSize, 0.0f); break; - default: - break; } } void AnimateCameraShake() { - // Animate shake duration towards zero - if (m_ShakeDuration > 0.0f) - m_ShakeDuration = Mathf.Max(m_ShakeDuration - Time.deltaTime, 0); + var time = Time.timeAsDouble; + var elapsed = (time - m_ShakeTime); + var t = m_ShakeDuration <= 0.0f ? 1.0f : elapsed / m_ShakeDuration; + m_ShakeForce = Mathf.Lerp(m_ShakeMaxForce, 0.0f, (float)t); - // Compute camera shake position offset vector var cameraShakeOffset = new Vector3( - m_CameraShakeForce * Mathf.Sin(Time.realtimeSinceStartup * 71.0f), - m_CameraShakeForce * Mathf.Sin(Time.realtimeSinceStartup * 53.0f + Mathf.PI / 3.0f), - gameCamera.transform.position.z); + m_ShakeForce * Mathf.Sin((float)time * 71.0f), + m_ShakeForce * Mathf.Sin((float)time * 53.0f + Mathf.PI / 3.0f), + 0f); - // Apply camera shake effect using inverse lerp - gameCamera.transform.position = Vector3.Lerp(m_CameraPosition, cameraShakeOffset, m_ShakeDuration); + gameCamera.transform.position = m_CameraPosition + cameraShakeOffset; } void AnimateHapticShake() { // Abort if there is no gamepad available or if the player is not currently using a gamepad - var gamepad = Gamepad.current; - if (gamepad == null) - return; + // var gamepad = Gamepad.current; + // if (gamepad == null) + // return; // Animate motor speeds uniformly according to shake for a simple immersive effect // var frequency = 0.0f; @@ -281,7 +292,7 @@ void AnimateHapticShake() // gamepad.SetMotorSpeeds(lowFrequency: 0.2f, highFrequency: 0.0f); // else // gamepad.SetMotorSpeeds(lowFrequency: 0.0f, highFrequency: 0.0f); - gamepad.SetMotorSpeeds(lowFrequency: m_ShakeDuration > 0.0f ? 0.2f : 0.0f, highFrequency: 0.0f); + //gamepad.SetMotorSpeeds(lowFrequency: m_ShakeDuration > 0.0f ? 0.2f : 0.0f, highFrequency: 0.0f); } void NextRound() diff --git a/Assets/Samples/RebindingUI/Game/Player.cs b/Assets/Samples/RebindingUI/Game/Player.cs index 1f9f9fcf93..9e8fc7582e 100644 --- a/Assets/Samples/RebindingUI/Game/Player.cs +++ b/Assets/Samples/RebindingUI/Game/Player.cs @@ -1,9 +1,4 @@ using System; -using System.Collections.Generic; -using NUnit.Framework; -using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.InputSystem.Controls; using UnityEngine.Pool; // Note: Error handling has been excluded from this script since not the main focus of example. @@ -12,47 +7,54 @@ namespace UnityEngine.InputSystem.Samples.RebindUI { public class Player : MonoBehaviour { - [Header("Input Bindings")] - public InputActionReference move; - public InputActionReference look; - public InputActionReference interact; - public InputActionReference use; - - [Header("Gameplay")] + // Since since its expected to be assigned at run-time + [HideInInspector] [Tooltip("The gameplay manager")] public GameplayManager manager; - public GameObject target; - public GameObject fire; - public GameObject omniFire; + [Tooltip("The fire object")] + public GameObject fireObject; + + [Tooltip("The omni-fire object")] + public GameObject omniFireObject; + [Tooltip("The bullet/particle object")] public GameObject particle; + + [Tooltip("The cannon belt")] public GameObject belt; + + [Tooltip("The cannon barrel")] public GameObject barrel; - public float movementSpeed = 10.0f; + [Tooltip("The regular fire rate")] public float fireRate = 0.25f; + + [Tooltip("The omni-fire rate")] public float omniFireRate = 1.0f; + [Tooltip("The change rate")] + public float changeRate = 1.0f; + + [Tooltip("List of color animation targets")] public Renderer[] animatedRenderers; + private static readonly int Color1 = Shader.PropertyToID("_Color"); + private Material m_Material; - private Vector3 m_TargetPosition; private Vector3 m_TargetEulerAngles; private Color m_TargetColor; private float m_TargetScale; - private static readonly Color[] Colors = { Color.red, Color.yellow }; - private static readonly int Color1 = Shader.PropertyToID("_Color"); - private int m_ColorIndex; - private double m_TimeUntilNextFire = 0.0f; - private double m_TimeUntilNextOmniFire = 0.0f; - private bool m_OmniFire = false; + private float m_TimeUntilNextFire; + private float m_TimeUntilNextChange; + private bool m_OmniFire; private float m_TargetBeltAngle; private float m_BeltAngle; private float m_BarrelPosition; + private float m_RotationAngle; private ObjectPool m_ObjectPool; @@ -63,6 +65,9 @@ private void Awake() m_Rigidbody = GetComponent(); m_BarrelPosition = barrel.transform.localPosition.y; + + fireObject.transform.localScale = m_OmniFire ? Vector3.zero : Vector3.one; + omniFireObject.transform.localScale = m_OmniFire ? Vector3.one : Vector3.zero; } private void Start() @@ -85,9 +90,8 @@ private void Start() // indirectly changing the source material. m_Material = animatedRenderers[0].sharedMaterial; #endif - - // Initialize color and target color m_TargetColor = GetColor(m_OmniFire); + ColorChangedEvent?.Invoke(GetColor(), m_TargetColor); // Create an object pool for bullets/projectiles m_ObjectPool = new ObjectPool( @@ -97,164 +101,177 @@ private void Start() actionOnDestroy: (bullet) => Destroy(bullet.gameObject)); } - private static Color GetColor(bool omniFire) + private void OnEnable() { - return omniFire ? Color.yellow : Color.red; + m_TimeUntilNextFire = 0.0f; + m_TimeUntilNextChange = 0.0f; } - private void OnEnable() + /// + /// Specifies whether the player is firing or not. + /// + public bool firing { get; set; } + + /// + /// The move vector of the player that specifies movement direction and magnitude. + /// + public Vector2 move { get; set; } + + private void UpdateFire(float deltaTime) { - if (target != null) - m_TargetPosition = target.transform.position; + if (Throttle(ref m_TimeUntilNextFire, firing, deltaTime, m_OmniFire ? omniFireRate : fireRate)) + return; - move?.action?.Enable(); - look?.action?.Enable(); - interact?.action?.Enable(); - use?.action?.Enable(); + // Fire in all directions with 45 degree offset for each bullet + if (m_OmniFire) + { + for (var i = 0; i < 8; ++i) + FireBullet(Quaternion.AngleAxis(i * 45.0f, Vector3.forward) * transform.up); + return; + } - m_TimeUntilNextFire = 0.0f; - m_TimeUntilNextOmniFire = 0.0f; + // Else: Fire in forward direction + FireBullet(transform.up); + } - // fire.transform.localScale = omniFire ? Vector3.zero : Vector3.one; - // omniFire.transform.localScale = omniFire ? Vector3.one : Vector3.zero; + private static bool Throttle(ref float remainingTime, bool condition, float deltaTime, float timeUntilNextEvent) + { + remainingTime -= deltaTime; + if (remainingTime > 0.0f) + return true; // Enough time has not elapsed + if (condition) + remainingTime += timeUntilNextEvent; + if (remainingTime < 0.0f) + remainingTime = 0.0f; + return !condition; } - private void OnDisable() + private void FireBullet(Vector3 direction) { - move?.action?.Disable(); - look?.action?.Disable(); - interact?.action?.Disable(); - use?.action?.Disable(); + // Fire a single bullet in the direction of the player, approximately originating from the muzzle. + var bullet = m_ObjectPool.Get(); + bullet.direction = direction; + bullet.transform.position = transform.position + direction.normalized * (1.6f * transform.lossyScale.y); + bullet.pool = m_ObjectPool; + + // Animate barrel to simulate recoil + var pos = barrel.transform.localPosition; + barrel.transform.localPosition = new Vector3(pos.x, m_BarrelPosition - 0.2f, pos.z); + + // Rotate the belt for each fired round, simulated a reload + m_BeltAngle += 45.0f; } - private void Fire(float deltaTime) + private bool m_ChangeRequested; + + public void ChangeWeapon() { - // When we "Interact", we move to the next target color - m_TimeUntilNextFire -= deltaTime; - if (interact.action.IsPressed() && m_TimeUntilNextFire <= 0.0f) - { - if (m_OmniFire) - { - OmniFire(); - m_TimeUntilNextFire += omniFireRate; - } - else - { - Fire(transform.up); - m_TimeUntilNextFire += fireRate; - } - } - if (m_TimeUntilNextFire < 0.0f) - m_TimeUntilNextFire = 0.0f; + m_ChangeRequested = true; } - private void ChangeWeapon(float deltaTime) + public void Rotate(float angle) { - m_TimeUntilNextOmniFire -= deltaTime; - if (use.action.WasPressedThisFrame()) - { - m_OmniFire = !m_OmniFire; - m_TargetScale = m_OmniFire ? 1.0f : 0.0f; - m_BeltAngle += 360.0f; - m_TargetColor = m_OmniFire ? Color.yellow : Color.red; - } + m_RotationAngle += angle; } - private void AnimateChangeWeapon(float deltaTime) + private void UpdateChangeWeapon(float deltaTime) { - // Animate scale of fire vs omni-fire to be the inverse of each other - var omniFireScale = Mathf.Lerp(omniFire.transform.localScale.x, m_TargetScale, deltaTime * 10.0f); - fire.transform.localScale = new Vector3(1.0f - omniFireScale, 1.0f - omniFireScale, 1.0f - omniFireScale); - omniFire.transform.localScale = new Vector3(omniFireScale, omniFireScale, omniFireScale); + if (Throttle(ref m_TimeUntilNextChange, m_ChangeRequested, deltaTime, changeRate)) + return; + m_ChangeRequested = false; + + // Change weapon, animate change, belt rotation, color + m_OmniFire = !m_OmniFire; + m_TargetScale = m_OmniFire ? 1.0f : 0.0f; + m_BeltAngle += 360.0f; + m_TargetColor = m_OmniFire ? Color.yellow : Color.red; } - private void AnimateFireWeapon(float deltaTime) + private void UpdateRotate() { - // Animate belt angle to simulate bullet reload - m_BeltAngle = Mathf.Lerp(m_BeltAngle, m_TargetBeltAngle, deltaTime * 10.0f); - belt.transform.localEulerAngles = new Vector3(0, m_BeltAngle, 0); + // We do not want to use physics for this rotation to give a more direct feel. + transform.Rotate(Vector3.forward, m_RotationAngle, Space.World); - // Animate barrel back to rest position after bullet has been fired - var localPosition = barrel.transform.localPosition; - barrel.transform.localPosition = new Vector3( - localPosition.x, - Mathf.Lerp(localPosition.y, m_BarrelPosition, deltaTime * 10.0f), - localPosition.z); + // Reset rotation angle and let it accumulate until next update. + m_RotationAngle = 0; } - private void Rotate(float deltaTime) + private void OnCollisionEnter(Collision other) { - // If the underlying control is a relative control we should not scale with time. - // If the underlying control is absolute, we scale magnitude with elapsed time. - // We do not want to use physics for this rotation and hence use an object without rigidbody. - var timeInvariant = (look.action.activeControl is DeltaControl); - var scale = timeInvariant ? 1.0f : deltaTime * 300.0f; - var angle = look.action.ReadValue().x * -1.0f * scale; - target.transform.Rotate(Vector3.forward, angle, Space.World); + // If we collide with an enemy its game over. + if (other.gameObject.GetComponent()) + manager.GameOver(); } private void Update() { + // Update game logic var deltaTime = Time.deltaTime; - - Fire(deltaTime); - ChangeWeapon(deltaTime); - Rotate(deltaTime); - - AnimateChangeWeapon(deltaTime); - AnimateFireWeapon(deltaTime); - + UpdateFire(deltaTime); + UpdateChangeWeapon(deltaTime); + UpdateRotate(); if (manager.TryTeleportOrthographicExtents(transform.position, out var result)) transform.position = result; - // Animate material - if (m_Material != null) - m_Material.SetColor(Color1, Color.Lerp(m_Material.color, m_TargetColor, Time.deltaTime * 2.0f)); - } - - private void OnCollisionEnter(Collision other) - { - // If we are hit by a bullet apply force - if (other.gameObject.GetComponent()) - { - //manager.Explosion(animationTarget.transform, other.GetContact(0).point); - //pool.Release(this); - manager.GameOver(); //Destroy(gameObject); // TODO End game - } + // Animate + AnimateChangeWeapon(deltaTime); + AnimateFireWeapon(deltaTime); + AnimateColors(deltaTime); } private void FixedUpdate() { // Use physics to animate player movement to get a feeling of inertia. - var moveValue = move.action.ReadValue(); - var y = moveValue.y; + //var moveValue = move.action.ReadValue(); + var y = move.y; if (y < 0.0f) y *= 0.33f; if (m_Rigidbody.linearVelocity.magnitude < 10.0f) - m_Rigidbody.AddRelativeForce(Vector3.up * (10.0f * y) + Vector3.right * (5.0f * moveValue.x), ForceMode.Acceleration); + m_Rigidbody.AddRelativeForce(Vector3.up * (10.0f * y) + Vector3.right * (5.0f * move.x), ForceMode.Acceleration); } - private void OmniFire() + private void AnimateChangeWeapon(float deltaTime) { - // Fire in all directions with 45 degree offset for each bullet - for (var i = 0; i < 8; ++i) - Fire(Quaternion.AngleAxis(i * 45.0f, Vector3.forward) * transform.up); + // Animate scale of fire vs omni-fire to be the inverse of each other + var omniFireScale = Mathf.Lerp(omniFireObject.transform.localScale.x, m_TargetScale, deltaTime * 10.0f); + fireObject.transform.localScale = new Vector3(1.0f - omniFireScale, 1.0f - omniFireScale, 1.0f - omniFireScale); + omniFireObject.transform.localScale = new Vector3(omniFireScale, omniFireScale, omniFireScale); } - private void Fire(Vector3 direction) + private void AnimateFireWeapon(float deltaTime) { - // Fire a single bullet in the direction of the player, approximately originating from the muzzle. - var bullet = m_ObjectPool.Get(); - bullet.direction = direction; - bullet.transform.position = transform.position + direction.normalized * (1.6f * transform.lossyScale.y); - bullet.pool = m_ObjectPool; + // Animate belt angle to simulate bullet reload + m_BeltAngle = Mathf.Lerp(m_BeltAngle, m_TargetBeltAngle, deltaTime * 10.0f); + belt.transform.localEulerAngles = new Vector3(0, m_BeltAngle, 0); - // Animate barrel to simulate recoil - var pos = barrel.transform.localPosition; - barrel.transform.localPosition = new Vector3(pos.x, m_BarrelPosition - 0.2f, pos.z); + // Animate barrel back to rest position after bullet has been fired + var localPosition = barrel.transform.localPosition; + barrel.transform.localPosition = new Vector3( + localPosition.x, + Mathf.Lerp(localPosition.y, m_BarrelPosition, deltaTime * 10.0f), + localPosition.z); + } - // Rotate the belt for each fired round, simulated a reload - m_BeltAngle += 45.0f; + public event Action ColorChangedEvent; + + public Color GetColor() => m_Material != null ? 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If the underlying control is a relative control we should not scale with time, but rely + // on accumulated provided via action, e.g. accumulated (sum of) deltas since last update. + // - If the underlying control is absolute, we scale magnitude with elapsed time to sample + // the absolute state to behave like a per-update relative delta control. + if (look != null && look.action != null) + { + var timeInvariant = (look.action.activeControl is DeltaControl); + var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; + var angle = look.action.ReadValue().x * -1.0f * scale; + m_Player.Rotate(angle); + } + + // Animate device color, note that we throttle this to avoid output congestion on device side. + m_TargetDeviceColor = m_Player.GetColor(); + if (!Throttle(ref m_TimeUntilNextDeviceColor, m_TargetDeviceColor != m_DeviceColor, + Time.deltaTime, 1.0f / m_DeviceColorOutputFrequency)) + { + m_DeviceColor = m_TargetDeviceColor; + + // There is currently no interface for light effects so we check type + var gamepad = Gamepad.current; + var dualShockGamepad = gamepad as DualShockGamepad; + if (dualShockGamepad != null) + dualShockGamepad.SetLightBarColor(m_DeviceColor); + } + + // Animate device rumble, note that we throttle this to avoid output congestion on device side. + m_TargetDeviceRumble = m_Player.manager.GetShake(); + if (!Throttle(ref m_TimeUntilNextDeviceRumble, + !Mathf.Approximately(m_TargetDeviceRumble, m_DeviceRumble), + Time.deltaTime, 1.0f / m_DeviceRumbleOutputFrequency)) + { + m_DeviceRumble = m_TargetDeviceRumble; + + // Rumble is currently only supported by gamepads + var gamepad = Gamepad.current; + if (gamepad != null) + { + gamepad.SetMotorSpeeds(m_DeviceRumble, 0.0f); + } + } + } + + private static bool Throttle(ref float remainingTime, bool condition, float deltaTime, float timeUntilNextEvent) + { + remainingTime -= deltaTime; + if (remainingTime > 0.0f) + return true; // Enough time has not elapsed + if (condition) + remainingTime += timeUntilNextEvent; + if (remainingTime < 0.0f) + remainingTime = 0.0f; + return !condition; + } + } +} diff --git a/Assets/Samples/RebindingUI/Game/PlayerController.cs.meta b/Assets/Samples/RebindingUI/Game/PlayerController.cs.meta new file mode 100644 index 0000000000..51b5cbea8c --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/PlayerController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ecff6c5f10b3948158e8f9e2955d591a \ No newline at end of file From 414d7a62b1c96f96ab9f3bf9f548de6f4a86e1c6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Mon, 30 Jun 2025 23:28:36 +0200 Subject: [PATCH 59/85] Rumble and light effect fix for sample --- .../RebindingUI/Game/GameplayManager.cs | 4 +- Assets/Samples/RebindingUI/Game/Player.cs | 70 ++++---- .../RebindingUI/Game/PlayerController.cs | 168 +++++++----------- 3 files changed, 103 insertions(+), 139 deletions(-) diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs index a38b62c68d..9eb1a3a82e 100644 --- a/Assets/Samples/RebindingUI/Game/GameplayManager.cs +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -97,7 +97,7 @@ private static void WrapAround(ref float x, float min, float max) x = min; } - public static bool TryTeleportOrthographicExtents(Camera camera, Vector3 position, + private static bool TryTeleportOrthographicExtents(Camera camera, Vector3 position, out Vector3 result, float margin = 0.8f) { // Wrap around constraint x, y and teleport player if outside orthographic camera bounds @@ -119,7 +119,7 @@ public static bool TryTeleportOrthographicExtents(Camera camera, Vector3 positio return false; } - public bool TryTeleportOrthographicExtents(Vector3 position, out Vector3 result, float margin = 0.8f) + internal bool TryTeleportOrthographicExtents(Vector3 position, out Vector3 result, float margin = 0.8f) { return TryTeleportOrthographicExtents(gameCamera, position, out result, margin); } diff --git a/Assets/Samples/RebindingUI/Game/Player.cs b/Assets/Samples/RebindingUI/Game/Player.cs index 9e8fc7582e..7204ade96b 100644 --- a/Assets/Samples/RebindingUI/Game/Player.cs +++ b/Assets/Samples/RebindingUI/Game/Player.cs @@ -39,17 +39,52 @@ public class Player : MonoBehaviour [Tooltip("List of color animation targets")] public Renderer[] animatedRenderers; + /// + /// Specifies whether the player is firing or not. + /// + public bool firing { get; set; } + + /// + /// The move vector of the player that specifies movement direction and magnitude. + /// + public Vector2 move { get; set; } + + /// + /// Get the current color of the player. + /// + /// Current color. + public Color GetColor() => GetColor(m_OmniFire); //m_Material != null ? m_Material.GetColor(Color1) : Color.black; + + /// + /// Request mode change. + /// + public void Change() + { + m_ChangeRequested = true; + } + + /// + /// Rotate the player by the given angle. + /// + /// Angle in degrees (additive). + public void Rotate(float angle) + { + m_RotationAngle += angle; + } + private static readonly int Color1 = Shader.PropertyToID("_Color"); private Material m_Material; private Vector3 m_TargetEulerAngles; private Color m_TargetColor; + private Color m_Color; private float m_TargetScale; private int m_ColorIndex; private float m_TimeUntilNextFire; private float m_TimeUntilNextChange; private bool m_OmniFire; + private bool m_ChangeRequested; private float m_TargetBeltAngle; private float m_BeltAngle; @@ -68,6 +103,8 @@ private void Awake() fireObject.transform.localScale = m_OmniFire ? Vector3.zero : Vector3.one; omniFireObject.transform.localScale = m_OmniFire ? Vector3.one : Vector3.zero; + + m_TargetColor = GetColor(m_OmniFire); } private void Start() @@ -90,8 +127,6 @@ private void Start() // indirectly changing the source material. m_Material = animatedRenderers[0].sharedMaterial; #endif - m_TargetColor = GetColor(m_OmniFire); - ColorChangedEvent?.Invoke(GetColor(), m_TargetColor); // Create an object pool for bullets/projectiles m_ObjectPool = new ObjectPool( @@ -107,16 +142,6 @@ private void OnEnable() m_TimeUntilNextChange = 0.0f; } - /// - /// Specifies whether the player is firing or not. - /// - public bool firing { get; set; } - - /// - /// The move vector of the player that specifies movement direction and magnitude. - /// - public Vector2 move { get; set; } - private void UpdateFire(float deltaTime) { if (Throttle(ref m_TimeUntilNextFire, firing, deltaTime, m_OmniFire ? omniFireRate : fireRate)) @@ -162,18 +187,6 @@ private void FireBullet(Vector3 direction) m_BeltAngle += 45.0f; } - private bool m_ChangeRequested; - - public void ChangeWeapon() - { - m_ChangeRequested = true; - } - - public void Rotate(float angle) - { - m_RotationAngle += angle; - } - private void UpdateChangeWeapon(float deltaTime) { if (Throttle(ref m_TimeUntilNextChange, m_ChangeRequested, deltaTime, changeRate)) @@ -184,7 +197,7 @@ private void UpdateChangeWeapon(float deltaTime) m_OmniFire = !m_OmniFire; m_TargetScale = m_OmniFire ? 1.0f : 0.0f; m_BeltAngle += 360.0f; - m_TargetColor = m_OmniFire ? Color.yellow : Color.red; + m_TargetColor = GetColor(m_OmniFire); } private void UpdateRotate() @@ -252,18 +265,11 @@ private void AnimateFireWeapon(float deltaTime) localPosition.z); } - public event Action ColorChangedEvent; - - public Color GetColor() => m_Material != null ? m_Material.GetColor(Color1) : Color.black; - public Color GetTargetColor() => m_TargetColor; - private void AnimateColors(float deltaTime) { var color = Color.Lerp(m_Material.color, m_TargetColor, deltaTime * 2.0f); if (color != GetColor()) { - ColorChangedEvent?.Invoke(color, m_TargetColor); - // Update material m_Material.SetColor(Color1, color); } diff --git a/Assets/Samples/RebindingUI/Game/PlayerController.cs b/Assets/Samples/RebindingUI/Game/PlayerController.cs index 6985dd7068..3edf542d75 100644 --- a/Assets/Samples/RebindingUI/Game/PlayerController.cs +++ b/Assets/Samples/RebindingUI/Game/PlayerController.cs @@ -8,9 +8,10 @@ namespace UnityEngine.InputSystem.Samples.RebindUI /// Component that integrates Input System actions with the player object. /// [RequireComponent(typeof(Player))] - [DefaultExecutionOrder(-1)] + [DefaultExecutionOrder(-1)] // We need this to run before Player to avoid potential additional latency public class PlayerController : MonoBehaviour { + [Header("Input Action Bindings")] [Tooltip("The move action, must generate Vector2")] public InputActionReference move; [Tooltip("The move action, must generate Vector2")] @@ -20,24 +21,27 @@ public class PlayerController : MonoBehaviour [Tooltip("The move action, must generate Button value")] public InputActionReference change; - [Tooltip("Show player color on deivce when applicable")] - public bool applyColorToDevice = true; - [Tooltip("The power multiplier of the rumble effect")] - public float rumblePower = 0.5f; + [Header("Color Output")] + [Tooltip("The device color output frequency (Hz)")] + public float colorOutputFrequency = 10.0f; + + [Header("Force Feedback Output")] + [Tooltip("The device rumble output frequency (Hz)")] + public float rumbleOutputFrequency = 10.0f; // Cached actions to avoid excessive memory allocation on binding callback functions - // private Action m_OnMove; - // private Action m_OnLook; private Action m_OnFire; private Action m_OnChange; - // Cached actions relating to in-game events - private Action m_OnColorChange; - private Action m_OnShakeChanged; - // Required player reference private Player m_Player; + // Device I/O throttling + private double m_NextLightUpdateTime; + private Color m_DeviceColor = Color.black; + private double m_NextRumbleUpdateTime; + private float m_DeviceRumble; + private void Awake() { // Get required player instance @@ -47,44 +51,28 @@ private void Awake() // Create (and cache) actions m_OnFire = OnFire; m_OnChange = OnChange; - m_OnColorChange = OnColorChanged; - m_OnShakeChanged = OnShakeChanged; + + // Initialize throttling times to allow direct update + var now = Time.realtimeSinceStartupAsDouble; + m_NextLightUpdateTime = now; + m_NextRumbleUpdateTime = now; } private void OnEnable() { - // Note that for value based controls we must monitor both performed and canceled. - // Otherwise we would not reset look and move to zero when controls are no longer actuated. - - // move.action.performed += m_OnMove; - // move.action.canceled += m_OnMove; - // - // look.action.performed += m_OnLook; - // look.action.canceled += m_OnLook; - + // Monitor button interaction via callbacks to not miss them fire.action.performed += m_OnFire; - change.action.performed += m_OnChange; - //m_Player.ColorChangedEvent += m_OnColorChange; - SetDeviceColor(m_Player.GetTargetColor()); - SetDeviceRumble(0.0f); - //m_Player.manager.ShakeChanged -= m_OnShakeChanged; + ApplyRumble(0.0f); + ApplyLight(Color.black); } private void OnDisable() { - //m_Player.manager.ShakeChanged -= m_OnShakeChanged; - SetDeviceRumble(0.0f); - - //m_Player.ColorChangedEvent -= m_OnColorChange; - SetDeviceColor(Color.black); - - // move.action.performed -= m_OnMove; - // move.action.canceled -= m_OnMove; - // - // look.action.performed -= m_OnLook; - // look.action.canceled -= m_OnLook; + // Note: When disabling the component we skip throttling to make sure the value reaches the device + ApplyRumble(0.0f); + ApplyLight(Color.black); fire.action.performed -= m_OnFire; change.action.performed -= m_OnChange; @@ -98,48 +86,16 @@ private void OnFire(InputAction.CallbackContext context) private void OnChange(InputAction.CallbackContext context) { - // Request player to change weapon - m_Player.ChangeWeapon(); - } - - private void OnColorChanged(Color animatedColor, Color targetColor) - { - SetDeviceColor(animatedColor); - } - - private void OnShakeChanged() - { - SetDeviceRumble(m_Player.manager.GetShake()); - } - - private Color m_TargetDeviceColor = Color.black; - private Color m_DeviceColor = Color.black; - - private float m_DeviceColorOutputFrequency = 5.0f; - private float m_TimeUntilNextDeviceColor; - - private float m_TargetDeviceRumble; - private float m_DeviceRumble; - - private float m_DeviceRumbleOutputFrequency = 5.0f; - private float m_TimeUntilNextDeviceRumble = 0.0f; - - private void SetDeviceColor(Color color) - { - m_TargetDeviceColor = color; - } - - private void SetDeviceRumble(float amount) - { - m_TargetDeviceRumble = amount; + // Request player to change mode. + m_Player.Change(); } private void Update() { - // Sample desired move direction and magnitude based on move input. + // Sample desired move direction and magnitude based on move input per update. m_Player.move = move.action.ReadValue(); - // Sample desired rotation angle based on look input: + // Sample desired rotation angle based on look input per update: // - If the underlying control is a relative control we should not scale with time, but rely // on accumulated provided via action, e.g. accumulated (sum of) deltas since last update. // - If the underlying control is absolute, we scale magnitude with elapsed time to sample @@ -152,47 +108,49 @@ private void Update() m_Player.Rotate(angle); } + // Use real-time when throttling devices to not be affected by time scale + var now = Time.realtimeSinceStartupAsDouble; + // Animate device color, note that we throttle this to avoid output congestion on device side. - m_TargetDeviceColor = m_Player.GetColor(); - if (!Throttle(ref m_TimeUntilNextDeviceColor, m_TargetDeviceColor != m_DeviceColor, - Time.deltaTime, 1.0f / m_DeviceColorOutputFrequency)) + var color = m_Player.GetColor(); + if (now >= m_NextLightUpdateTime && m_DeviceColor != color) { - m_DeviceColor = m_TargetDeviceColor; - - // There is currently no interface for light effects so we check type - var gamepad = Gamepad.current; - var dualShockGamepad = gamepad as DualShockGamepad; - if (dualShockGamepad != null) - dualShockGamepad.SetLightBarColor(m_DeviceColor); + m_NextLightUpdateTime = NextMultipleOf(now, 1.0f / colorOutputFrequency); + ApplyLight(color); } // Animate device rumble, note that we throttle this to avoid output congestion on device side. - m_TargetDeviceRumble = m_Player.manager.GetShake(); - if (!Throttle(ref m_TimeUntilNextDeviceRumble, - !Mathf.Approximately(m_TargetDeviceRumble, m_DeviceRumble), - Time.deltaTime, 1.0f / m_DeviceRumbleOutputFrequency)) + // The else branch makes sure rumble effect is paused if user pauses with motors running. + var rumble = m_Player.manager.GetShake(); + if (now >= m_NextRumbleUpdateTime && !Mathf.Approximately(m_DeviceRumble, rumble)) { - m_DeviceRumble = m_TargetDeviceRumble; - - // Rumble is currently only supported by gamepads - var gamepad = Gamepad.current; - if (gamepad != null) - { - gamepad.SetMotorSpeeds(m_DeviceRumble, 0.0f); - } + m_NextRumbleUpdateTime = NextMultipleOf(now, 1.0f / rumbleOutputFrequency); + ApplyRumble(rumble); } } - private static bool Throttle(ref float remainingTime, bool condition, float deltaTime, float timeUntilNextEvent) + private void ApplyLight(Color color) + { + m_DeviceColor = color; + + // There is currently no interface for light effects so we check type + var gamepad = Gamepad.current; + var dualShockGamepad = gamepad as DualShockGamepad; + dualShockGamepad?.SetLightBarColor(color); + } + + private void ApplyRumble(float value) + { + m_DeviceRumble = value; + + // Rumble is currently only supported by gamepads + var gamepad = Gamepad.current; + gamepad?.SetMotorSpeeds(value, 0.0f); + } + + private static double NextMultipleOf(double value, double factor) { - remainingTime -= deltaTime; - if (remainingTime > 0.0f) - return true; // Enough time has not elapsed - if (condition) - remainingTime += timeUntilNextEvent; - if (remainingTime < 0.0f) - remainingTime = 0.0f; - return !condition; + return Math.Round((value / factor), MidpointRounding.AwayFromZero) * factor; } } } From b2a111d1177dd68b377c15b23e5070f473a4895c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 1 Jul 2025 10:42:41 +0200 Subject: [PATCH 60/85] Fixed issues with light and rumble effects, removed unused file, removed explosion pool and leaving it as a future improvement --- .../RebindingUI/Game/Explosion 1.prefab | 6055 ----------------- .../RebindingUI/Game/Explosion 1.prefab.meta | 7 - Assets/Samples/RebindingUI/Game/Explosion.cs | 11 +- .../RebindingUI/Game/GameplayManager.cs | 17 +- Assets/Samples/RebindingUI/Game/Player.cs | 2 +- .../RebindingUI/Game/PlayerController.cs | 180 +- 6 files changed, 173 insertions(+), 6099 deletions(-) delete mode 100644 Assets/Samples/RebindingUI/Game/Explosion 1.prefab delete mode 100644 Assets/Samples/RebindingUI/Game/Explosion 1.prefab.meta diff --git a/Assets/Samples/RebindingUI/Game/Explosion 1.prefab b/Assets/Samples/RebindingUI/Game/Explosion 1.prefab deleted file mode 100644 index 8737c58af8..0000000000 --- a/Assets/Samples/RebindingUI/Game/Explosion 1.prefab +++ /dev/null @@ -1,6055 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!1 &5308828742654324719 -GameObject: - 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public IObjectPool pool; public Vector3 explosionPosition; private ParticleSystem m_ParticleSystem; private Rigidbody[] m_Rigidbodies; private bool m_Exploded; + private bool m_Destroyed; void Awake() { @@ -29,8 +27,11 @@ private void OnDisable() void Update() { - if (!m_ParticleSystem.isPlaying) - Destroy(gameObject);//pool.Release(this); + if (!m_ParticleSystem.isPlaying && !m_Destroyed) + { + m_Destroyed = true; + Destroy(gameObject); + } } private void FixedUpdate() diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs index 9eb1a3a82e..6b41f624c2 100644 --- a/Assets/Samples/RebindingUI/Game/GameplayManager.cs +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -6,6 +6,8 @@ using UnityEngine.SceneManagement; using Random = UnityEngine.Random; +// This sample can be optimized with pooled explosions. + public class GameplayManager : MonoBehaviour { [Tooltip("The game camera")] @@ -26,13 +28,14 @@ public class GameplayManager : MonoBehaviour [Tooltip("The player prefab for the mini game")] public GameObject player; + public GameObject explosion; + [Tooltip("The message service.")] public GameObject messageService; private double m_TimeToNextSpawn; private GameObject m_Player; private ObjectPool m_EnemyPool; - private ObjectPool m_EnemyExplosionPool; private float m_ShakeForce; private float m_ShakeMaxForce; @@ -67,7 +70,7 @@ private void Shake(float duration, float amplitude) public void Explosion(Transform target, Vector3 position, float amplitude = 0.1f) { - var obj = Instantiate(enemyExplosion);//m_EnemyExplosionPool.Get(); + var obj = Instantiate(enemyExplosion); obj.transform.position = target.position; obj.transform.rotation = target.rotation; @@ -77,10 +80,12 @@ public void Explosion(Transform target, Vector3 position, float amplitude = 0.1f Shake(duration: 0.4f, amplitude: amplitude); } - public void GameOver() + public void GameOver(Vector3 position) { m_Player.SetActive(false); // <--- TODO This collides with haptic effect sitting on player + Explosion(m_Player.transform, position, 0.3f); + m_ShakeForce = 0.5f; m_ShakeDuration = 0.5f; @@ -139,12 +144,6 @@ private void Awake() actionOnRelease: (obj) => obj.gameObject.SetActive(false), actionOnDestroy: (obj) => Destroy(obj.gameObject)); - m_EnemyExplosionPool = new ObjectPool( - createFunc: () => Instantiate(enemyExplosion).GetComponent(), - actionOnGet: (obj) => obj.gameObject.SetActive(true), - actionOnRelease: (obj) => obj.gameObject.SetActive(false), - actionOnDestroy: (obj) => Destroy(obj.gameObject)); - m_CameraPosition = gameCamera.transform.position; var components = messageService.GetComponents(typeof(IShowMessages)); diff --git a/Assets/Samples/RebindingUI/Game/Player.cs b/Assets/Samples/RebindingUI/Game/Player.cs index 7204ade96b..43b94743ed 100644 --- a/Assets/Samples/RebindingUI/Game/Player.cs +++ b/Assets/Samples/RebindingUI/Game/Player.cs @@ -213,7 +213,7 @@ private void OnCollisionEnter(Collision other) { // If we collide with an enemy its game over. if (other.gameObject.GetComponent()) - manager.GameOver(); + manager.GameOver(other.GetContact(0).point); } private void Update() diff --git a/Assets/Samples/RebindingUI/Game/PlayerController.cs b/Assets/Samples/RebindingUI/Game/PlayerController.cs index 3edf542d75..778ce463b1 100644 --- a/Assets/Samples/RebindingUI/Game/PlayerController.cs +++ b/Assets/Samples/RebindingUI/Game/PlayerController.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.DualShock; @@ -36,9 +37,20 @@ public class PlayerController : MonoBehaviour // Required player reference private Player m_Player; + // Track recent controls used for light and haptic force feedback. + private const double kRecentThresholdSeconds = 3.0; + private static readonly Dictionary s_RecentlyUsedDevices = new Dictionary(); + private static InputDevice s_MostRecentInputDevice; + private bool m_InvalidateLight; + private bool m_InvalidateRumble; + + // Feedback constants + private static readonly Color NoLight = Color.black; + private const float kNoRumble = 0.0f; + // Device I/O throttling private double m_NextLightUpdateTime; - private Color m_DeviceColor = Color.black; + private Color m_DeviceColor = NoLight; private double m_NextRumbleUpdateTime; private float m_DeviceRumble; @@ -60,19 +72,24 @@ private void Awake() private void OnEnable() { - // Monitor button interaction via callbacks to not miss them + // Monitor button interaction via callbacks to not miss them. fire.action.performed += m_OnFire; change.action.performed += m_OnChange; - ApplyRumble(0.0f); - ApplyLight(Color.black); + // Reset rumble and light effects of any supported devices. + //ApplyRumble(kNoRumble); + //ApplyLight(Color.black); + + m_InvalidateLight = true; + m_InvalidateRumble = true; } private void OnDisable() { - // Note: When disabling the component we skip throttling to make sure the value reaches the device - ApplyRumble(0.0f); - ApplyLight(Color.black); + // "Restore" rumble and light effects of any supported devices. + // Note: When disabling the component we skip throttling to make sure the value reaches the device. + ApplyRumble(kNoRumble); + ApplyLight(NoLight); fire.action.performed -= m_OnFire; change.action.performed -= m_OnChange; @@ -80,20 +97,28 @@ private void OnDisable() private void OnFire(InputAction.CallbackContext context) { - // Request that player should be firing. - m_Player.firing = context.action.IsPressed(); + var isFiring = context.action.IsPressed(); + + if (isFiring) + RecordRecentDevice(context.action); + + m_Player.firing = isFiring; } private void OnChange(InputAction.CallbackContext context) { - // Request player to change mode. + RecordRecentDevice(context.action); + m_Player.Change(); } private void Update() { // Sample desired move direction and magnitude based on move input per update. - m_Player.move = move.action.ReadValue(); + var moveValue = move.action.ReadValue(); + m_Player.move = moveValue; + if (moveValue.sqrMagnitude > 0.05f) + RecordRecentDevice(move); // Sample desired rotation angle based on look input per update: // - If the underlying control is a relative control we should not scale with time, but rely @@ -102,19 +127,26 @@ private void Update() // the absolute state to behave like a per-update relative delta control. if (look != null && look.action != null) { + var lookValue = look.action.ReadValue(); + if (lookValue.sqrMagnitude > 0.05f) + RecordRecentDevice(look); + var timeInvariant = (look.action.activeControl is DeltaControl); var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; - var angle = look.action.ReadValue().x * -1.0f * scale; + var angle = lookValue.x * -1.0f * scale; m_Player.Rotate(angle); } - // Use real-time when throttling devices to not be affected by time scale + // First detect any passive (abandoned devices), e.g. gamepad put down on desk in favor of keyboard/mouse. var now = Time.realtimeSinceStartupAsDouble; + // if (DetectAbandonedDevices(now)) + // m_InvalidateLight = m_InvalidateRumble = true; // Animate device color, note that we throttle this to avoid output congestion on device side. var color = m_Player.GetColor(); - if (now >= m_NextLightUpdateTime && m_DeviceColor != color) + if (now >= m_NextLightUpdateTime && (m_InvalidateLight || m_DeviceColor != color)) { + m_InvalidateLight = false; m_NextLightUpdateTime = NextMultipleOf(now, 1.0f / colorOutputFrequency); ApplyLight(color); } @@ -122,8 +154,9 @@ private void Update() // Animate device rumble, note that we throttle this to avoid output congestion on device side. // The else branch makes sure rumble effect is paused if user pauses with motors running. var rumble = m_Player.manager.GetShake(); - if (now >= m_NextRumbleUpdateTime && !Mathf.Approximately(m_DeviceRumble, rumble)) + if (now >= m_NextRumbleUpdateTime && (m_InvalidateRumble || !Mathf.Approximately(m_DeviceRumble, rumble))) { + m_InvalidateRumble = false; m_NextRumbleUpdateTime = NextMultipleOf(now, 1.0f / rumbleOutputFrequency); ApplyRumble(rumble); } @@ -133,21 +166,124 @@ private void ApplyLight(Color color) { m_DeviceColor = color; - // There is currently no interface for light effects so we check type - var gamepad = Gamepad.current; - var dualShockGamepad = gamepad as DualShockGamepad; - dualShockGamepad?.SetLightBarColor(color); + // Note: There is currently no interface for light effects so we check type + // Always allow devices to go back to zero light, but only apply light if device is recently used. + var now = Time.realtimeSinceStartupAsDouble; + foreach (var gamepad in Gamepad.all) + { + if (/*color == NoLight || */ IsRecentlyUsed(gamepad, now)) + ApplyLightToDevice(gamepad, color); + else + ApplyLightToDevice(gamepad, NoLight); + } + } + + private void ApplyLightToDevice(Gamepad device, Color value) + { + var dualShockGamepad = device as DualShockGamepad; + dualShockGamepad?.SetLightBarColor(value); } private void ApplyRumble(float value) { m_DeviceRumble = value; - // Rumble is currently only supported by gamepads - var gamepad = Gamepad.current; - gamepad?.SetMotorSpeeds(value, 0.0f); + // Note: Rumble is currently only supported by gamepads. + // Always allow devices to go back to zero rumble, but only apply rumble if device is recently used. + var now = Time.realtimeSinceStartupAsDouble; + foreach (var gamepad in Gamepad.all) + { + if (Mathf.Approximately(value, kNoRumble) || IsRecentlyUsed(gamepad, now)) + ApplyRumbleToDevice(gamepad, value); + } + } + + private void ApplyRumbleToDevice(Gamepad device, float value) + { + device.SetMotorSpeeds(value, 0.0f); + } + + // Note that we track recently used devices to manage feedback effects across devices. + // Note that this requires appropriate filtering, e.g. dead-zone filtering or relying on non-noisy controls + // for detection. + // We do this so that a player using a gamepad will receive feedback effects, but if the player puts + // down the gamepad and use e.g. keyboard/mouse instead, any feedback on gamepad is undesirable since it + // may be distracting. Also note that the gamepad might be used even though controls are stationary, e.g. + // holding fire button but not moving nor looking. + + private static bool IsRecentlyUsed(InputDevice device, double realtimeSinceStartup, + double thresholdSeconds = kRecentThresholdSeconds) + { + return s_MostRecentInputDevice == device || s_RecentlyUsedDevices.ContainsKey(device) && + (realtimeSinceStartup - s_RecentlyUsedDevices[device]) < thresholdSeconds; + } + + private void RecordRecentDevice(InputAction action) + { + var control = action.activeControl; + if (control == null) + return; + + var device = control.device; + var now = Time.realtimeSinceStartupAsDouble; + + // If this is a device we haven't seen before or a device coming back to being used we + // need to make sure we have applied target feedback to it. + var previouslyRegistered = s_RecentlyUsedDevices.ContainsKey(device); + if (!previouslyRegistered || (now - s_RecentlyUsedDevices[device]) >= kRecentThresholdSeconds) + { + m_InvalidateLight = true; + m_InvalidateRumble = true; + } + + // Register device + s_RecentlyUsedDevices[device] = now; + s_MostRecentInputDevice = device; } + private static bool DetectAbandonedDevices(double realTimeSinceStartup) + { + var removed = false; + var foundAtLeastOnePassiveDevice = false; + do + { + removed = false; + foreach (var pair in s_RecentlyUsedDevices) + { + // If device have not been used for a while and its not the most recently used device + if (realTimeSinceStartup - pair.Value < kRecentThresholdSeconds || + s_MostRecentInputDevice == pair.Key) + continue; + + // Remove and restart evaluation since invalidated iterators + s_RecentlyUsedDevices.Remove(pair.Key); + foundAtLeastOnePassiveDevice = true; + removed = true; + break; + } + } + while (removed); + + return foundAtLeastOnePassiveDevice; + } + + /*private void ResetFeedbackIfNeeded() + { + + if (!deviceHasFeedback) + return; + + // Reset gamepad devices that haven't been used recently + var realtimeSinceStartup = Time.realtimeSinceStartupAsDouble; + foreach (var device in m_RecentlyUsedDevices.Keys) + { + if (device is Gamepad && (realtimeSinceStartup - m_RecentlyUsedDevices[device]) >= kRecentThresholdSeconds) + { + + } + } + }*/ + private static double NextMultipleOf(double value, double factor) { return Math.Round((value / factor), MidpointRounding.AwayFromZero) * factor; From e7e99a343a38bf540ebb5a4348dfab93dadb10fb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 1 Jul 2025 11:34:37 +0200 Subject: [PATCH 61/85] Added missing player explosion, removed unused material, fixed derived debris colors --- Assets/Samples/RebindingUI/Game/Enemy.cs | 81 +++++++++++------- .../Samples/RebindingUI/Game/Explosion.prefab | 4 +- .../RebindingUI/Game/GameplayManager.cs | 28 ++++-- Assets/Samples/RebindingUI/Game/Player.cs | 12 ++- .../RebindingUI/Game/RebindingMaterial5.mat | 85 ------------------- .../Game/RebindingMaterial5.mat.meta | 8 -- .../RebindingUI/RebindingUISampleScene.unity | 2 + 7 files changed, 83 insertions(+), 137 deletions(-) delete mode 100644 Assets/Samples/RebindingUI/Game/RebindingMaterial5.mat delete mode 100644 Assets/Samples/RebindingUI/Game/RebindingMaterial5.mat.meta diff --git a/Assets/Samples/RebindingUI/Game/Enemy.cs b/Assets/Samples/RebindingUI/Game/Enemy.cs index b3570178ce..c5089bb73d 100644 --- a/Assets/Samples/RebindingUI/Game/Enemy.cs +++ b/Assets/Samples/RebindingUI/Game/Enemy.cs @@ -1,44 +1,61 @@ -using System; -using UnityEngine; using UnityEngine.Pool; -public class Enemy : MonoBehaviour +namespace UnityEngine.InputSystem.Samples.RebindUI { - public GameObject animationTarget; - public Transform target; - public float rotationSpeedX = 1.0f; - public float rotationSpeedY = 1.0f; - public float speed = 1.0f; - public IObjectPool pool; - public GameplayManager manager; - - private void OnCollisionEnter(Collision other) + /// + /// A simple enemy for the mini-game. + /// + public class Enemy : MonoBehaviour { - // If we are hit by a bullet apply force - if (other.gameObject.GetComponent()) + [Tooltip("The rotation animation target")] + public GameObject animationTarget; + + [Tooltip("The target that the enemy will seek, e.g. player transform")] + public Transform target; + + [Tooltip("The rotation speed around the X-axis")] + public float rotationSpeedX = 130.0f; + + [Tooltip("The rotation speed around the Y-axis")] + public float rotationSpeedY = 100.0f; + + [Tooltip("The movement speed")] + public float speed = 1.0f; + + [Tooltip("The explosion color")] + public Color explosionColor = new Color(0.8711135f, 0.5424528f, 1.0f); + + public IObjectPool pool; + [HideInInspector] public GameplayManager manager; + + private void OnCollisionEnter(Collision other) { - manager.KillEnemy(); - // TODO Also handle enemies going rouge outside the playing field - manager.Explosion(animationTarget.transform, other.GetContact(0).point); - pool.Release(this); + // If we are hit by a bullet apply force + if (other.gameObject.GetComponent()) + { + manager.KillEnemy(); + manager.Explosion(animationTarget.transform, other.GetContact(0).point, 0.1f, explosionColor); + pool.Release(this); + } } - } - // Update is called once per frame - void Update() - { - // Animate rotation - if (animationTarget) + // Update is called once per frame + void Update() { - animationTarget.transform.Rotate(Vector3.up, rotationSpeedX * Time.deltaTime, Space.World); - animationTarget.transform.Rotate(Vector3.right, rotationSpeedY * Time.deltaTime, Space.World); - } + // Animate rotation + if (animationTarget) + { + animationTarget.transform.Rotate(Vector3.up, rotationSpeedX * Time.deltaTime, Space.World); + animationTarget.transform.Rotate(Vector3.right, rotationSpeedY * Time.deltaTime, Space.World); + } - // Animate movement towards target - if (target) - transform.position += (target.position - transform.position).normalized * (Time.deltaTime * speed); + // Animate movement towards target + if (target) + transform.position += (target.position - transform.position).normalized * (Time.deltaTime * speed); - if (manager.TryTeleportOrthographicExtents(transform.position, out var result)) - transform.position = result; + // Handle enemies getting lost in the world and make them wrap-around + if (manager.TryTeleportOrthographicExtents(transform.position, out var result)) + transform.position = result; + } } } diff --git a/Assets/Samples/RebindingUI/Game/Explosion.prefab b/Assets/Samples/RebindingUI/Game/Explosion.prefab index 559193e66d..44e7ebfa23 100644 --- a/Assets/Samples/RebindingUI/Game/Explosion.prefab +++ b/Assets/Samples/RebindingUI/Game/Explosion.prefab @@ -1411,8 +1411,8 @@ ParticleSystem: maxColor: {r: 1, g: 1, b: 1, a: 1} maxGradient: serializedVersion: 2 - key0: {r: 0.8711135, g: 0.5424528, b: 1, a: 1} - key1: {r: 0.34864962, g: 0, b: 0.5849056, a: 0} + key0: {r: 1, g: 1, b: 1, a: 1} + key1: {r: 1, g: 1, b: 1, a: 0} key2: {r: 0.34864962, g: 0, b: 0.5849056, a: 0} key3: {r: 0, g: 0, b: 0, a: 0} key4: {r: 0, g: 0, b: 0, a: 0} diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs index 6b41f624c2..ee764fec41 100644 --- a/Assets/Samples/RebindingUI/Game/GameplayManager.cs +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -22,12 +22,15 @@ public class GameplayManager : MonoBehaviour [Tooltip("The enemy prefab for the mini game")] public GameObject enemy; - [Tooltip("The enemy explosion prefab for the mini game")] + [Tooltip("The explosion prefab for the mini game")] public GameObject enemyExplosion; [Tooltip("The player prefab for the mini game")] public GameObject player; + [Tooltip("The explosion prefab for the mini game")] + public GameObject playerExplosion; + public GameObject explosion; [Tooltip("The message service.")] @@ -68,27 +71,36 @@ private void Shake(float duration, float amplitude) m_ShakeTime = Time.timeAsDouble; } - public void Explosion(Transform target, Vector3 position, float amplitude = 0.1f) + public void Explosion(Transform target, Vector3 position, float amplitude, Color color, Material material = null) { var obj = Instantiate(enemyExplosion); obj.transform.position = target.position; obj.transform.rotation = target.rotation; + // If we are provided a material, use that for all debris + if (material != null) + { + var renderers = obj.GetComponentsInChildren(); + foreach (var childRenderer in renderers) + childRenderer.sharedMaterial = material; + } + + // Set explosion position var exp = obj.GetComponent(); exp.explosionPosition = position; + // Modify the particle color + var particles = exp.GetComponent(); + ParticleSystem.MainModule main = particles.main; + main.startColor = color; + Shake(duration: 0.4f, amplitude: amplitude); } - public void GameOver(Vector3 position) + public void GameOver() { m_Player.SetActive(false); // <--- TODO This collides with haptic effect sitting on player - Explosion(m_Player.transform, position, 0.3f); - - m_ShakeForce = 0.5f; - m_ShakeDuration = 0.5f; - //m_ResetDuration = 2.0f; m_Messages.ShowMessage("GAME OVER", TimeSpan.FromSeconds(2), ResetGame); diff --git a/Assets/Samples/RebindingUI/Game/Player.cs b/Assets/Samples/RebindingUI/Game/Player.cs index 43b94743ed..db7837d303 100644 --- a/Assets/Samples/RebindingUI/Game/Player.cs +++ b/Assets/Samples/RebindingUI/Game/Player.cs @@ -211,9 +211,17 @@ private void UpdateRotate() private void OnCollisionEnter(Collision other) { - // If we collide with an enemy its game over. + // If we collide with an enemy if (other.gameObject.GetComponent()) - manager.GameOver(other.GetContact(0).point); + { + // Create an explosion matching our current color + Color.RGBToHSV(GetColor(), out float h, out float s, out float v); + var explosionColor = Color.HSVToRGB(h, s * 0.5f, v); + manager.Explosion(transform, other.GetContact(0).point, 0.5f, explosionColor, m_Material); + + // End the game + manager.GameOver(); + } } private void Update() diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial5.mat b/Assets/Samples/RebindingUI/Game/RebindingMaterial5.mat deleted file mode 100644 index 381b907625..0000000000 --- a/Assets/Samples/RebindingUI/Game/RebindingMaterial5.mat +++ /dev/null @@ -1,85 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!21 &2100000 -Material: - serializedVersion: 8 - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: RebindingMaterial5 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_Parent: {fileID: 0} - m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _EMISSION - m_InvalidKeywords: [] - m_LightmapFlags: 2 - m_EnableInstancingVariants: 0 - m_DoubleSidedGI: 0 - m_CustomRenderQueue: -1 - stringTagMap: {} - disabledShaderPasses: [] - m_LockedProperties: - m_SavedProperties: - serializedVersion: 3 - m_TexEnvs: - - _BumpMap: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - - _DetailAlbedoMap: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - - _DetailMask: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - - _DetailNormalMap: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - - _EmissionMap: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - - _MainTex: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - - _MetallicGlossMap: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - - _OcclusionMap: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - - _ParallaxMap: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - m_Ints: [] - m_Floats: - - _BumpScale: 1 - - _Cutoff: 0.5 - - _DetailNormalMapScale: 1 - - _DstBlend: 0 - - _GlossMapScale: 1 - - _Glossiness: 0.744 - - _GlossyReflections: 1 - - _Metallic: 0 - - _Mode: 0 - - _OcclusionStrength: 1 - - _Parallax: 0.02 - - _SmoothnessTextureChannel: 0 - - _SpecularHighlights: 1 - - _SrcBlend: 1 - - _UVSec: 0 - - _ZWrite: 1 - m_Colors: - - _Color: {r: 0.23834105, g: 0.37470284, b: 0.49056602, a: 1} - - _EmissionColor: {r: 0.2813683, g: 0.10980391, b: 0.36862746, a: 1} - m_BuildTextureStacks: [] - m_AllowLocking: 1 diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial5.mat.meta b/Assets/Samples/RebindingUI/Game/RebindingMaterial5.mat.meta deleted file mode 100644 index 67d2833359..0000000000 --- a/Assets/Samples/RebindingUI/Game/RebindingMaterial5.mat.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6fa5fd3095ff6400db16e0d38167248f -NativeFormatImporter: - externalObjects: {} - mainObjectFileID: 2100000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index e5e192fa03..ef28ed4db6 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -429,6 +429,8 @@ MonoBehaviour: enemyExplosion: {fileID: 5308828742654324719, guid: 39a7c0f8dfc714dd6be0743596240a32, type: 3} player: {fileID: 4472603860614154820, guid: 0f92337866e254da99f12fd4390ecc7c, type: 3} + playerExplosion: {fileID: 0} + explosion: {fileID: 0} messageService: {fileID: 535440010} --- !u!1001 &67962919 PrefabInstance: From 2c3fdca79d49aa6a36d0192664fb4c405ecbc356 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 1 Jul 2025 14:02:28 +0200 Subject: [PATCH 62/85] Separated FeedbackController out of PlayerController to support rumble during game over state --- .../RebindingUI/Game/FeedbackController.cs | 214 ++++++++++++++++++ .../Game/FeedbackController.cs.meta | 2 + .../RebindingUI/Game/GameplayManager.cs | 31 +-- .../RebindingUI/Game/PlayerController.cs | 201 ++-------------- .../RebindingUI/RebindingUISampleScene.unity | 15 ++ 5 files changed, 261 insertions(+), 202 deletions(-) create mode 100644 Assets/Samples/RebindingUI/Game/FeedbackController.cs create mode 100644 Assets/Samples/RebindingUI/Game/FeedbackController.cs.meta diff --git a/Assets/Samples/RebindingUI/Game/FeedbackController.cs b/Assets/Samples/RebindingUI/Game/FeedbackController.cs new file mode 100644 index 0000000000..a5c2f8a670 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/FeedbackController.cs @@ -0,0 +1,214 @@ +using System; +using System.Collections.Generic; +using UnityEngine.InputSystem.DualShock; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// Component that integrates Input System actions with feedback effects. + /// + public class FeedbackController : MonoBehaviour + { + [Header("Color Output")] + [Tooltip("The device color output frequency (Hz)")] + public float colorOutputFrequency = 10.0f; + + [Header("Force Feedback Output")] + [Tooltip("The device rumble output frequency (Hz)")] + public float rumbleOutputFrequency = 10.0f; + + /// + /// Gets or sets the target light color. + /// + public Color color { get; set; } + + /// + /// Gets or sets the strength of the rumble effect [0, 1]. + /// + public float rumble { get; set; } + + /// + /// Records the device used to trigger an action. + /// + /// + /// This should be called during interaction to assist the feedback controller in understanding + /// what devices are currently in use to manage feedback across devices. + /// + /// The associated action that got triggered or cancelled. + public void RecordRecentDeviceFromAction(InputAction action) + { + var control = action.activeControl; + if (control == null) + return; + + var device = control.device; + var now = Time.realtimeSinceStartupAsDouble; + + // If this is a device we haven't seen before or a device coming back to being used we + // need to make sure we have applied target feedback to it. + var previouslyRegistered = s_RecentlyUsedDevices.ContainsKey(device); + if (!previouslyRegistered || (now - s_RecentlyUsedDevices[device]) >= kRecentThresholdSeconds) + { + m_InvalidateLight = true; + m_InvalidateRumble = true; + } + + // Register device + s_RecentlyUsedDevices[device] = now; + s_MostRecentInputDevice = device; + } + + // Track recent controls used for light and haptic force feedback. + private const double kRecentThresholdSeconds = 3.0; + private static readonly Dictionary s_RecentlyUsedDevices = new Dictionary(); + private static InputDevice s_MostRecentInputDevice; + private bool m_InvalidateLight; + private bool m_InvalidateRumble; + + // Feedback constants + private static readonly Color NoLight = Color.black; + private const float kNoRumble = 0.0f; + + // Device I/O throttling + private double m_NextLightUpdateTime; + private Color m_DeviceColor = NoLight; + private double m_NextRumbleUpdateTime; + private float m_DeviceRumble; + + private void Awake() + { + // Initialize throttling times to allow direct update + var now = Time.realtimeSinceStartupAsDouble; + m_NextLightUpdateTime = now; + m_NextRumbleUpdateTime = now; + } + + private void OnEnable() + { + m_InvalidateLight = true; + m_InvalidateRumble = true; + } + + private void OnDisable() + { + // "Restore" rumble and light effects of any supported devices. + // Note: When disabling the component we skip throttling to make sure the value reaches the device. + ApplyRumble(kNoRumble); + ApplyLight(NoLight); + } + + private void Update() + { + var now = Time.realtimeSinceStartupAsDouble; + + if (DetectAbandonedDevices(now)) + m_InvalidateLight = m_InvalidateRumble = true; + + // Animate device color, note that we throttle this to avoid output congestion on device side. + if (now >= m_NextLightUpdateTime && (m_InvalidateLight || m_DeviceColor != color)) + { + m_InvalidateLight = false; + m_NextLightUpdateTime = NextMultipleOf(now, 1.0f / colorOutputFrequency); + ApplyLight(color); + } + + // Animate device rumble, note that we throttle this to avoid output congestion on device side. + // The else branch makes sure rumble effect is paused if user pauses with motors running. + if (now >= m_NextRumbleUpdateTime && (m_InvalidateRumble || !Mathf.Approximately(m_DeviceRumble, rumble))) + { + m_InvalidateRumble = false; + m_NextRumbleUpdateTime = NextMultipleOf(now, 1.0f / rumbleOutputFrequency); + ApplyRumble(rumble); + } + } + + private void ApplyLight(Color colorValue) + { + m_DeviceColor = colorValue; + + // Note: There is currently no interface for light effects so we check type + // Always allow devices to go back to zero light, but only apply light if device is recently used. + var now = Time.realtimeSinceStartupAsDouble; + foreach (var gamepad in Gamepad.all) + { + if (IsRecentlyUsed(gamepad, now)) + ApplyLightToDevice(gamepad, colorValue); + else + ApplyLightToDevice(gamepad, NoLight); + } + } + + private void ApplyLightToDevice(Gamepad device, Color value) + { + var dualShockGamepad = device as DualShockGamepad; + dualShockGamepad?.SetLightBarColor(value); + } + + private void ApplyRumble(float value) + { + m_DeviceRumble = value; + + // Note: Rumble is currently only supported by gamepads. + // Always allow devices to go back to zero rumble, but only apply rumble if device is recently used. + var now = Time.realtimeSinceStartupAsDouble; + foreach (var gamepad in Gamepad.all) + { + if (IsRecentlyUsed(gamepad, now)) + ApplyRumbleToDevice(gamepad, value); + else + ApplyRumbleToDevice(gamepad, kNoRumble); + } + } + + private void ApplyRumbleToDevice(Gamepad device, float value) + { + device.SetMotorSpeeds(value, 0.0f); + } + + // Note that we track recently used devices to manage feedback effects across devices. + // Note that this requires appropriate filtering, e.g. dead-zone filtering or relying on non-noisy controls + // for detection. + // We do this so that a player using a gamepad will receive feedback effects, but if the player puts + // down the gamepad and use e.g. keyboard/mouse instead, any feedback on gamepad is undesirable since it + // may be distracting. Also note that the gamepad might be used even though controls are stationary, e.g. + // holding fire button but not moving nor looking. + + private static bool IsRecentlyUsed(InputDevice device, double realtimeSinceStartup, + double thresholdSeconds = kRecentThresholdSeconds) + { + return s_MostRecentInputDevice == device || s_RecentlyUsedDevices.ContainsKey(device) && + (realtimeSinceStartup - s_RecentlyUsedDevices[device]) < thresholdSeconds; + } + + private static bool DetectAbandonedDevices(double realTimeSinceStartup) + { + var removed = false; + var foundAtLeastOnePassiveDevice = false; + do + { + removed = false; + foreach (var pair in s_RecentlyUsedDevices) + { + // If device have not been used for a while and its not the most recently used device + if (realTimeSinceStartup - pair.Value < kRecentThresholdSeconds || + s_MostRecentInputDevice == pair.Key) + continue; + + // Remove and restart evaluation since invalidated iterators + s_RecentlyUsedDevices.Remove(pair.Key); + foundAtLeastOnePassiveDevice = true; + removed = true; + break; + } + } + while (removed); + + return foundAtLeastOnePassiveDevice; + } + + private static double NextMultipleOf(double value, double factor) + { + return Math.Round((value / factor), MidpointRounding.AwayFromZero) * factor; + } + } +} diff --git a/Assets/Samples/RebindingUI/Game/FeedbackController.cs.meta b/Assets/Samples/RebindingUI/Game/FeedbackController.cs.meta new file mode 100644 index 0000000000..dcef16e587 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/FeedbackController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8ac9b43eedbd9426f94712efe5efc1ca diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs index ee764fec41..355a12e141 100644 --- a/Assets/Samples/RebindingUI/Game/GameplayManager.cs +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -52,16 +52,18 @@ public class GameplayManager : MonoBehaviour private int m_RemainingEnemiesRound; private int m_EnemySpawnCount; + private FeedbackController m_FeedbackController; + public void KillEnemy() { --m_RemainingEnemiesRound; } - /// - /// Returns a normalized shake value between [0, 1]. - /// - /// Normalized shake value. - public float GetShake() => Mathf.Approximately(Time.timeScale, 0.0f) ? 0.0f : m_ShakeForce; + public void GameOver() + { + m_Player.SetActive(false); // <--- TODO This collides with haptic effect sitting on player + m_Messages.ShowMessage("GAME OVER", TimeSpan.FromSeconds(2), ResetGame); + } private void Shake(float duration, float amplitude) { @@ -97,15 +99,6 @@ public void Explosion(Transform target, Vector3 position, float amplitude, Color Shake(duration: 0.4f, amplitude: amplitude); } - public void GameOver() - { - m_Player.SetActive(false); // <--- TODO This collides with haptic effect sitting on player - - //m_ResetDuration = 2.0f; - - m_Messages.ShowMessage("GAME OVER", TimeSpan.FromSeconds(2), ResetGame); - } - private static void WrapAround(ref float x, float min, float max) { if (x <= min) @@ -143,6 +136,8 @@ internal bool TryTeleportOrthographicExtents(Vector3 position, out Vector3 resul private void Awake() { + m_FeedbackController = GetComponent(); + m_EnemyPool = new ObjectPool( createFunc: () => { @@ -177,6 +172,10 @@ private void Start() var playerComponent = m_Player.GetComponent(); playerComponent.manager = this; + // Setup feedback controller + var playerController = m_Player.GetComponent(); + playerController.feedbackController = m_FeedbackController; + // Delay first spawn so player has a chance to get ready m_TimeToNextSpawn = 3.0f; @@ -286,6 +285,10 @@ void AnimateCameraShake() 0f); gameCamera.transform.position = m_CameraPosition + cameraShakeOffset; + + // Apply shake to feedback controller if available + if (m_FeedbackController != null) + m_FeedbackController.rumble = m_ShakeForce; } void AnimateHapticShake() diff --git a/Assets/Samples/RebindingUI/Game/PlayerController.cs b/Assets/Samples/RebindingUI/Game/PlayerController.cs index 778ce463b1..ffbf405891 100644 --- a/Assets/Samples/RebindingUI/Game/PlayerController.cs +++ b/Assets/Samples/RebindingUI/Game/PlayerController.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.DualShock; +using UnityEngine.InputSystem.XR; namespace UnityEngine.InputSystem.Samples.RebindUI { @@ -30,6 +31,9 @@ public class PlayerController : MonoBehaviour [Tooltip("The device rumble output frequency (Hz)")] public float rumbleOutputFrequency = 10.0f; + [Tooltip("Feedback controller handling device feedback")] + public FeedbackController feedbackController; + // Cached actions to avoid excessive memory allocation on binding callback functions private Action m_OnFire; private Action m_OnChange; @@ -37,23 +41,6 @@ public class PlayerController : MonoBehaviour // Required player reference private Player m_Player; - // Track recent controls used for light and haptic force feedback. - private const double kRecentThresholdSeconds = 3.0; - private static readonly Dictionary s_RecentlyUsedDevices = new Dictionary(); - private static InputDevice s_MostRecentInputDevice; - private bool m_InvalidateLight; - private bool m_InvalidateRumble; - - // Feedback constants - private static readonly Color NoLight = Color.black; - private const float kNoRumble = 0.0f; - - // Device I/O throttling - private double m_NextLightUpdateTime; - private Color m_DeviceColor = NoLight; - private double m_NextRumbleUpdateTime; - private float m_DeviceRumble; - private void Awake() { // Get required player instance @@ -63,11 +50,6 @@ private void Awake() // Create (and cache) actions m_OnFire = OnFire; m_OnChange = OnChange; - - // Initialize throttling times to allow direct update - var now = Time.realtimeSinceStartupAsDouble; - m_NextLightUpdateTime = now; - m_NextRumbleUpdateTime = now; } private void OnEnable() @@ -75,24 +57,14 @@ private void OnEnable() // Monitor button interaction via callbacks to not miss them. fire.action.performed += m_OnFire; change.action.performed += m_OnChange; - - // Reset rumble and light effects of any supported devices. - //ApplyRumble(kNoRumble); - //ApplyLight(Color.black); - - m_InvalidateLight = true; - m_InvalidateRumble = true; } private void OnDisable() { - // "Restore" rumble and light effects of any supported devices. - // Note: When disabling the component we skip throttling to make sure the value reaches the device. - ApplyRumble(kNoRumble); - ApplyLight(NoLight); - fire.action.performed -= m_OnFire; change.action.performed -= m_OnChange; + + feedbackController.color = Color.black; } private void OnFire(InputAction.CallbackContext context) @@ -100,14 +72,14 @@ private void OnFire(InputAction.CallbackContext context) var isFiring = context.action.IsPressed(); if (isFiring) - RecordRecentDevice(context.action); + feedbackController?.RecordRecentDeviceFromAction(context.action); m_Player.firing = isFiring; } private void OnChange(InputAction.CallbackContext context) { - RecordRecentDevice(context.action); + feedbackController?.RecordRecentDeviceFromAction(context.action); m_Player.Change(); } @@ -118,7 +90,7 @@ private void Update() var moveValue = move.action.ReadValue(); m_Player.move = moveValue; if (moveValue.sqrMagnitude > 0.05f) - RecordRecentDevice(move); + feedbackController?.RecordRecentDeviceFromAction(move); // Sample desired rotation angle based on look input per update: // - If the underlying control is a relative control we should not scale with time, but rely @@ -129,7 +101,7 @@ private void Update() { var lookValue = look.action.ReadValue(); if (lookValue.sqrMagnitude > 0.05f) - RecordRecentDevice(look); + feedbackController?.RecordRecentDeviceFromAction(look); var timeInvariant = (look.action.activeControl is DeltaControl); var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; @@ -137,156 +109,9 @@ private void Update() m_Player.Rotate(angle); } - // First detect any passive (abandoned devices), e.g. gamepad put down on desk in favor of keyboard/mouse. - var now = Time.realtimeSinceStartupAsDouble; - // if (DetectAbandonedDevices(now)) - // m_InvalidateLight = m_InvalidateRumble = true; - - // Animate device color, note that we throttle this to avoid output congestion on device side. - var color = m_Player.GetColor(); - if (now >= m_NextLightUpdateTime && (m_InvalidateLight || m_DeviceColor != color)) - { - m_InvalidateLight = false; - m_NextLightUpdateTime = NextMultipleOf(now, 1.0f / colorOutputFrequency); - ApplyLight(color); - } - - // Animate device rumble, note that we throttle this to avoid output congestion on device side. - // The else branch makes sure rumble effect is paused if user pauses with motors running. - var rumble = m_Player.manager.GetShake(); - if (now >= m_NextRumbleUpdateTime && (m_InvalidateRumble || !Mathf.Approximately(m_DeviceRumble, rumble))) - { - m_InvalidateRumble = false; - m_NextRumbleUpdateTime = NextMultipleOf(now, 1.0f / rumbleOutputFrequency); - ApplyRumble(rumble); - } - } - - private void ApplyLight(Color color) - { - m_DeviceColor = color; - - // Note: There is currently no interface for light effects so we check type - // Always allow devices to go back to zero light, but only apply light if device is recently used. - var now = Time.realtimeSinceStartupAsDouble; - foreach (var gamepad in Gamepad.all) - { - if (/*color == NoLight || */ IsRecentlyUsed(gamepad, now)) - ApplyLightToDevice(gamepad, color); - else - ApplyLightToDevice(gamepad, NoLight); - } - } - - private void ApplyLightToDevice(Gamepad device, Color value) - { - var dualShockGamepad = device as DualShockGamepad; - dualShockGamepad?.SetLightBarColor(value); - } - - private void ApplyRumble(float value) - { - m_DeviceRumble = value; - - // Note: Rumble is currently only supported by gamepads. - // Always allow devices to go back to zero rumble, but only apply rumble if device is recently used. - var now = Time.realtimeSinceStartupAsDouble; - foreach (var gamepad in Gamepad.all) - { - if (Mathf.Approximately(value, kNoRumble) || IsRecentlyUsed(gamepad, now)) - ApplyRumbleToDevice(gamepad, value); - } - } - - private void ApplyRumbleToDevice(Gamepad device, float value) - { - device.SetMotorSpeeds(value, 0.0f); - } - - // Note that we track recently used devices to manage feedback effects across devices. - // Note that this requires appropriate filtering, e.g. dead-zone filtering or relying on non-noisy controls - // for detection. - // We do this so that a player using a gamepad will receive feedback effects, but if the player puts - // down the gamepad and use e.g. keyboard/mouse instead, any feedback on gamepad is undesirable since it - // may be distracting. Also note that the gamepad might be used even though controls are stationary, e.g. - // holding fire button but not moving nor looking. - - private static bool IsRecentlyUsed(InputDevice device, double realtimeSinceStartup, - double thresholdSeconds = kRecentThresholdSeconds) - { - return s_MostRecentInputDevice == device || s_RecentlyUsedDevices.ContainsKey(device) && - (realtimeSinceStartup - s_RecentlyUsedDevices[device]) < thresholdSeconds; - } - - private void RecordRecentDevice(InputAction action) - { - var control = action.activeControl; - if (control == null) - return; - - var device = control.device; - var now = Time.realtimeSinceStartupAsDouble; - - // If this is a device we haven't seen before or a device coming back to being used we - // need to make sure we have applied target feedback to it. - var previouslyRegistered = s_RecentlyUsedDevices.ContainsKey(device); - if (!previouslyRegistered || (now - s_RecentlyUsedDevices[device]) >= kRecentThresholdSeconds) - { - m_InvalidateLight = true; - m_InvalidateRumble = true; - } - - // Register device - s_RecentlyUsedDevices[device] = now; - s_MostRecentInputDevice = device; - } - - private static bool DetectAbandonedDevices(double realTimeSinceStartup) - { - var removed = false; - var foundAtLeastOnePassiveDevice = false; - do - { - removed = false; - foreach (var pair in s_RecentlyUsedDevices) - { - // If device have not been used for a while and its not the most recently used device - if (realTimeSinceStartup - pair.Value < kRecentThresholdSeconds || - s_MostRecentInputDevice == pair.Key) - continue; - - // Remove and restart evaluation since invalidated iterators - s_RecentlyUsedDevices.Remove(pair.Key); - foundAtLeastOnePassiveDevice = true; - removed = true; - break; - } - } - while (removed); - - return foundAtLeastOnePassiveDevice; - } - - /*private void ResetFeedbackIfNeeded() - { - - if (!deviceHasFeedback) - return; - - // Reset gamepad devices that haven't been used recently - var realtimeSinceStartup = Time.realtimeSinceStartupAsDouble; - foreach (var device in m_RecentlyUsedDevices.Keys) - { - if (device is Gamepad && (realtimeSinceStartup - m_RecentlyUsedDevices[device]) >= kRecentThresholdSeconds) - { - - } - } - }*/ - - private static double NextMultipleOf(double value, double factor) - { - return Math.Round((value / factor), MidpointRounding.AwayFromZero) * factor; + // Let player color feedback on device when supported + if (feedbackController != null) + feedbackController.color = m_Player.GetColor(); } } } diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index ef28ed4db6..acf3e22163 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -357,6 +357,7 @@ GameObject: - component: {fileID: 51853245} - component: {fileID: 51853246} - component: {fileID: 51853247} + - component: {fileID: 51853248} m_Layer: 0 m_Name: GameManager m_TagString: Untagged @@ -432,6 +433,20 @@ MonoBehaviour: playerExplosion: {fileID: 0} explosion: {fileID: 0} messageService: {fileID: 535440010} +--- !u!114 &51853248 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 51853243} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 8ac9b43eedbd9426f94712efe5efc1ca, type: 3} + m_Name: + m_EditorClassIdentifier: + colorOutputFrequency: 10 + rumbleOutputFrequency: 10 --- !u!1001 &67962919 PrefabInstance: m_ObjectHideFlags: 0 From b1bf5d3ef853d774b2bd68e9940fc2b806441935 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 1 Jul 2025 17:17:22 +0200 Subject: [PATCH 63/85] Code cleanup and simplifications --- .../RebindingUI/Game/GameplayManager.cs | 582 ++++++++++-------- Assets/Samples/RebindingUI/Game/Message.cs | 95 ++- .../RebindingUI/RebindUIGameManager.cs | 5 + .../RebindingUI/RebindingUISampleScene.unity | 86 ++- 4 files changed, 441 insertions(+), 327 deletions(-) diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs index 355a12e141..135bc40ee0 100644 --- a/Assets/Samples/RebindingUI/Game/GameplayManager.cs +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -1,330 +1,376 @@ using System; -using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.InputSystem.Samples.RebindUI; using UnityEngine.Pool; using UnityEngine.SceneManagement; -using Random = UnityEngine.Random; // This sample can be optimized with pooled explosions. -public class GameplayManager : MonoBehaviour +namespace UnityEngine.InputSystem.Samples.RebindUI { - [Tooltip("The game camera")] - public Camera gameCamera; - - [Tooltip("The enemy spawn rate")] - public float enemySpawnRate = 1.0f; + public class GameplayManager : MonoBehaviour + { + [Tooltip("The game camera")] + public Camera gameCamera; - [Tooltip("The enemy spawn distance from center")] - public float spawnDistance = 10.0f; + [Tooltip("The enemy spawn rate")] + public float enemySpawnRate = 1.0f; - [Tooltip("The enemy prefab for the mini game")] - public GameObject enemy; + [Tooltip("The enemy spawn distance from center")] + public float spawnDistance = 10.0f; - [Tooltip("The explosion prefab for the mini game")] - public GameObject enemyExplosion; + [Tooltip("The enemy prefab for the mini game")] + public GameObject enemy; - [Tooltip("The player prefab for the mini game")] - public GameObject player; + [Tooltip("The explosion prefab for the mini game")] + public GameObject enemyExplosion; - [Tooltip("The explosion prefab for the mini game")] - public GameObject playerExplosion; + [Tooltip("The player prefab for the mini game")] + public GameObject player; - public GameObject explosion; + /// + /// Returns the current game level. + /// + public int level { get; private set; } - [Tooltip("The message service.")] - public GameObject messageService; + /// + /// Game state. + /// + public enum GameplayState + { + None, + StartLevel, + Playing, + CompleteLevel, + GameOver, + ResetGame, + } - private double m_TimeToNextSpawn; - private GameObject m_Player; - private ObjectPool m_EnemyPool; + /// + /// Returns the current game state. + /// + public GameplayState state => m_GameplayState; - private float m_ShakeForce; - private float m_ShakeMaxForce; - private float m_ShakeDuration; - private double m_ShakeTime; - private Vector3 m_CameraPosition; + /// + /// Event fired when game state changes. + /// + public event Action GameplayStateChanged; - private IShowMessages m_Messages; + /// + /// Event fired when pause state changes. + /// + public event Action PauseChanged; - private int m_Round; - private int m_RemainingEnemiesRound; - private int m_EnemySpawnCount; + private double m_TimeToNextSpawn; + private GameObject m_Player; + private ObjectPool m_EnemyPool; - private FeedbackController m_FeedbackController; + private float m_ShakeForce; + private float m_ShakeMaxForce; + private float m_ShakeDuration; + private double m_ShakeTime; + private Vector3 m_CameraPosition; - public void KillEnemy() - { - --m_RemainingEnemiesRound; - } + private int m_RemainingEnemiesOnThisLevel; + private int m_EnemySpawnCount; - public void GameOver() - { - m_Player.SetActive(false); // <--- TODO This collides with haptic effect sitting on player - m_Messages.ShowMessage("GAME OVER", TimeSpan.FromSeconds(2), ResetGame); - } + private FeedbackController m_FeedbackController; - private void Shake(float duration, float amplitude) - { - m_ShakeMaxForce = amplitude; - m_ShakeForce = amplitude; - m_ShakeDuration = duration; - m_ShakeTime = Time.timeAsDouble; - } + private GameplayState m_GameplayState = GameplayState.None; - public void Explosion(Transform target, Vector3 position, float amplitude, Color color, Material material = null) - { - var obj = Instantiate(enemyExplosion); - obj.transform.position = target.position; - obj.transform.rotation = target.rotation; + private double m_EarliestTimeToChangeState; - // If we are provided a material, use that for all debris - if (material != null) + /// + /// Get/set whether the game is paused. + /// + public bool paused { - var renderers = obj.GetComponentsInChildren(); - foreach (var childRenderer in renderers) - childRenderer.sharedMaterial = material; - } + get => Time.timeScale == 0.0f; + set + { + if ((value && Time.timeScale == 0.0f) || (!value && Time.timeScale != 0.0f)) + return; - // Set explosion position - var exp = obj.GetComponent(); - exp.explosionPosition = position; + Time.timeScale = value ? 0.0f : 1.0f; + UpdateCursor(); - // Modify the particle color - var particles = exp.GetComponent(); - ParticleSystem.MainModule main = particles.main; - main.startColor = color; + PauseChanged?.Invoke(value); + } + } - Shake(duration: 0.4f, amplitude: amplitude); - } + public void KillEnemy() + { + --m_RemainingEnemiesOnThisLevel; + } - private static void WrapAround(ref float x, float min, float max) - { - if (x <= min) - x = max; - else if (x >= max) - x = min; - } + public void GameOver() + { + m_Player.SetActive(false); + m_NextGameplayState = GameplayState.GameOver; + } - private static bool TryTeleportOrthographicExtents(Camera camera, Vector3 position, - out Vector3 result, float margin = 0.8f) - { - // Wrap around constraint x, y and teleport player if outside orthographic camera bounds - if (camera && camera.orthographic) + private void Shake(float duration, float amplitude) { - var orthoSize = camera.orthographicSize; - var horizontalExtent = orthoSize * camera.aspect; - var newPosition = position; - WrapAround(ref newPosition.x, -horizontalExtent - margin, horizontalExtent + margin); - WrapAround(ref newPosition.y, -orthoSize - margin, orthoSize + margin); - if (newPosition != position) + m_ShakeMaxForce = amplitude; + m_ShakeForce = amplitude; + m_ShakeDuration = duration; + m_ShakeTime = Time.timeAsDouble; + } + + public void Explosion(Transform target, Vector3 position, float amplitude, Color color, Material material = null) + { + var obj = Instantiate(enemyExplosion); + obj.transform.position = target.position; + obj.transform.rotation = target.rotation; + + // If we are provided a material, use that for all debris + if (material != null) { - result = newPosition; - return true; + var renderers = obj.GetComponentsInChildren(); + foreach (var childRenderer in renderers) + childRenderer.sharedMaterial = material; } - } - result = position; - return false; - } + // Set explosion position + var exp = obj.GetComponent(); + exp.explosionPosition = position; - internal bool TryTeleportOrthographicExtents(Vector3 position, out Vector3 result, float margin = 0.8f) - { - return TryTeleportOrthographicExtents(gameCamera, position, out result, margin); - } + // Modify the particle color + var particles = exp.GetComponent(); + ParticleSystem.MainModule main = particles.main; + main.startColor = color; - private void Awake() - { - m_FeedbackController = GetComponent(); + Shake(duration: 0.4f, amplitude: amplitude); + } - m_EnemyPool = new ObjectPool( - createFunc: () => - { - var enemyComponent = Instantiate(enemy).GetComponent(); - enemyComponent.pool = m_EnemyPool; - enemyComponent.target = m_Player.transform; - enemyComponent.manager = this; - return enemyComponent; - }, - actionOnGet: (obj) => obj.gameObject.SetActive(true), - actionOnRelease: (obj) => obj.gameObject.SetActive(false), - actionOnDestroy: (obj) => Destroy(obj.gameObject)); - - m_CameraPosition = gameCamera.transform.position; - - var components = messageService.GetComponents(typeof(IShowMessages)); - foreach (var component in components) + private static void WrapAround(ref float x, float min, float max) { - var messages = component as IShowMessages; - if (messages == null) - continue; - m_Messages = messages; - break; + if (x <= min) + x = max; + else if (x >= max) + x = min; } - Debug.Assert(m_Messages != null); - } - private void Start() - { - // Instantiate and initialize the player - m_Player = Instantiate(player, transform, worldPositionStays: true); - var playerComponent = m_Player.GetComponent(); - playerComponent.manager = this; - - // Setup feedback controller - var playerController = m_Player.GetComponent(); - playerController.feedbackController = m_FeedbackController; - - // Delay first spawn so player has a chance to get ready - m_TimeToNextSpawn = 3.0f; - - // Make sure no message is visible - m_Messages.HideMessage(); - } + private static bool TryTeleportOrthographicExtents(Camera camera, Vector3 position, + out Vector3 result, float margin = 0.8f) + { + // Wrap around constraint x, y and teleport player if outside orthographic camera bounds + if (camera && camera.orthographic) + { + var orthoSize = camera.orthographicSize; + var horizontalExtent = orthoSize * camera.aspect; + var newPosition = position; + WrapAround(ref newPosition.x, -horizontalExtent - margin, horizontalExtent + margin); + WrapAround(ref newPosition.y, -orthoSize - margin, orthoSize + margin); + if (newPosition != position) + { + result = newPosition; + return true; + } + } - private void OnEnable() - { - messageService.gameObject.SetActive(true); + result = position; + return false; + } - Application.focusChanged += OnApplicationFocusChanged; - if (Application.isFocused) - ResumeGame(); - else - m_Messages.ShowMessage("PAUSED"); - } + internal bool TryTeleportOrthographicExtents(Vector3 position, out Vector3 result, float margin = 0.8f) + { + return TryTeleportOrthographicExtents(gameCamera, position, out result, margin); + } - private void OnDisable() - { - //messageService.gameObject.SetActive(false); // TODO May sometimes be destroyed, fix, reference survices scene load - PauseGame(); - } + private void Awake() + { + m_FeedbackController = GetComponent(); + + m_EnemyPool = new ObjectPool( + createFunc: () => + { + var enemyComponent = Instantiate(enemy).GetComponent(); + enemyComponent.pool = m_EnemyPool; + enemyComponent.target = m_Player.transform; + enemyComponent.manager = this; + return enemyComponent; + }, + actionOnGet: (obj) => obj.gameObject.SetActive(true), + actionOnRelease: (obj) => obj.gameObject.SetActive(false), + actionOnDestroy: (obj) => Destroy(obj.gameObject)); + + m_CameraPosition = gameCamera.transform.position; + + m_EarliestTimeToChangeState = Time.timeAsDouble; + } - private void OnApplicationFocusChanged(bool focus) - { - // If application looses focus, pause the game, else resume the game - if (focus) - ResumeGame(); - else - PauseGame(); - } + private void Start() + { + // Instantiate and initialize the player + m_Player = Instantiate(player, transform, worldPositionStays: true); + var playerComponent = m_Player.GetComponent(); + playerComponent.manager = this; - void ResetGame() - { - messageService.gameObject.SetActive(false); - m_Messages = null; - SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); - } + // Setup feedback controller + var playerController = m_Player.GetComponent(); + playerController.feedbackController = m_FeedbackController; - void ResumeGame() - { - Time.timeScale = 1.0f; - Cursor.visible = false; - Cursor.lockState = CursorLockMode.Locked; + // Delay first spawn so player has a chance to get ready + m_TimeToNextSpawn = 3.0f; + } - m_Messages?.HideMessage(); // <-- issue also here - } + private void OnEnable() + { + Application.focusChanged += OnApplicationFocusChanged; + paused = !Application.isFocused; + } - void PauseGame() - { - Time.timeScale = 0.0f; - Cursor.visible = true; - Cursor.lockState = CursorLockMode.None; + private void OnDisable() + { + Application.focusChanged -= OnApplicationFocusChanged; + paused = true; + } - m_Messages?.ShowMessage("PAUSED"); - } + private void OnApplicationFocusChanged(bool focus) + { + paused = !focus; + } - void SpawnEnemy() - { - if (m_EnemySpawnCount == 0) - return; - - m_TimeToNextSpawn -= Time.deltaTime; - if (m_TimeToNextSpawn > 0.0f) - return; - - m_TimeToNextSpawn += enemySpawnRate; - --m_EnemySpawnCount; - - // Rent an enemy from the enemy pool - var enemyComponent = m_EnemyPool.Get(); - - // Make the enemy spawn on border of visible game area - var orthoSize = gameCamera.orthographicSize; - var horizontalExtent = orthoSize * gameCamera.aspect; - var axis = Random.Range(-1.0f, 1.0f); - var margin = 0.5f; - var random = Random.Range(0, 4); - switch (random) + void SpawnEnemy() { - case 0: - enemyComponent.transform.position = new Vector3(axis * horizontalExtent, orthoSize + margin, 0.0f); - break; - case 1: - enemyComponent.transform.position = new Vector3(axis * horizontalExtent, -orthoSize - margin, 0.0f); - break; - case 2: - enemyComponent.transform.position = new Vector3(-horizontalExtent - margin, axis * orthoSize, 0.0f); - break; - case 3: - enemyComponent.transform.position = new Vector3(horizontalExtent + margin, axis * orthoSize, 0.0f); - break; + if (m_EnemySpawnCount == 0) + return; + + m_TimeToNextSpawn -= Time.deltaTime; + if (m_TimeToNextSpawn > 0.0f) + return; + + m_TimeToNextSpawn += enemySpawnRate; + --m_EnemySpawnCount; + + // Rent an enemy from the enemy pool + var enemyComponent = m_EnemyPool.Get(); + + // Make the enemy spawn on border of visible game area + var orthoSize = gameCamera.orthographicSize; + var horizontalExtent = orthoSize * gameCamera.aspect; + var axis = Random.Range(-1.0f, 1.0f); + var margin = 0.5f; + var random = Random.Range(0, 4); + switch (random) + { + case 0: + enemyComponent.transform.position = new Vector3(axis * horizontalExtent, orthoSize + margin, 0.0f); + break; + case 1: + enemyComponent.transform.position = new Vector3(axis * horizontalExtent, -orthoSize - margin, 0.0f); + break; + case 2: + enemyComponent.transform.position = new Vector3(-horizontalExtent - margin, axis * orthoSize, 0.0f); + break; + case 3: + enemyComponent.transform.position = new Vector3(horizontalExtent + margin, axis * orthoSize, 0.0f); + break; + } } - } - void AnimateCameraShake() - { - var time = Time.timeAsDouble; - var elapsed = (time - m_ShakeTime); - var t = m_ShakeDuration <= 0.0f ? 1.0f : elapsed / m_ShakeDuration; - m_ShakeForce = Mathf.Lerp(m_ShakeMaxForce, 0.0f, (float)t); + void AnimateCameraShake() + { + var time = Time.timeAsDouble; + var elapsed = (time - m_ShakeTime); + var t = m_ShakeDuration <= 0.0f ? 1.0f : elapsed / m_ShakeDuration; + m_ShakeForce = Mathf.Lerp(m_ShakeMaxForce, 0.0f, (float)t); - var cameraShakeOffset = new Vector3( - m_ShakeForce * Mathf.Sin((float)time * 71.0f), - m_ShakeForce * Mathf.Sin((float)time * 53.0f + Mathf.PI / 3.0f), - 0f); + var cameraShakeOffset = new Vector3( + m_ShakeForce * Mathf.Sin((float)time * 71.0f), + m_ShakeForce * Mathf.Sin((float)time * 53.0f + Mathf.PI / 3.0f), + 0f); - gameCamera.transform.position = m_CameraPosition + cameraShakeOffset; + gameCamera.transform.position = m_CameraPosition + cameraShakeOffset; - // Apply shake to feedback controller if available - if (m_FeedbackController != null) - m_FeedbackController.rumble = m_ShakeForce; - } + // Apply shake to feedback controller if available + if (m_FeedbackController != null) + m_FeedbackController.rumble = m_ShakeForce; + } - void AnimateHapticShake() - { - // Abort if there is no gamepad available or if the player is not currently using a gamepad - // var gamepad = Gamepad.current; - // if (gamepad == null) - // return; - - // Animate motor speeds uniformly according to shake for a simple immersive effect - // var frequency = 0.0f; - // if (m_ShakeDuration > 0.0f) - // frequency = 1.0f - m_ShakeDuration; - // if (frequency > 0.0f) - // gamepad.SetMotorSpeeds(lowFrequency: 0.2f, highFrequency: 0.0f); - // else - // gamepad.SetMotorSpeeds(lowFrequency: 0.0f, highFrequency: 0.0f); - //gamepad.SetMotorSpeeds(lowFrequency: m_ShakeDuration > 0.0f ? 0.2f : 0.0f, highFrequency: 0.0f); - } + private GameplayState m_NextGameplayState = GameplayState.StartLevel; - void NextRound() - { - m_Messages.ShowMessage($"ROUND {++m_Round}", TimeSpan.FromSeconds(3)); - m_EnemySpawnCount = 5 + m_Round * 2; - m_RemainingEnemiesRound = m_EnemySpawnCount; - enemySpawnRate *= 0.9f; - } + void Update() + { + var now = Time.time; + while (now >= m_EarliestTimeToChangeState && m_NextGameplayState != m_GameplayState) + { + m_EarliestTimeToChangeState = now; + + // Transition exit + switch (m_GameplayState) + { + case GameplayState.None: break; + case GameplayState.StartLevel: break; + case GameplayState.Playing: break; + case GameplayState.CompleteLevel: break; + case GameplayState.GameOver: + case GameplayState.ResetGame: break; + } + + m_GameplayState = m_NextGameplayState; + + // Transition enter + switch (m_NextGameplayState) + { + case GameplayState.None: + m_NextGameplayState = GameplayState.StartLevel; + break; + + case GameplayState.StartLevel: + m_EnemySpawnCount = 5 + (++level) * 2; + m_RemainingEnemiesOnThisLevel = m_EnemySpawnCount; + enemySpawnRate *= 0.9f; + + m_EarliestTimeToChangeState += 2.0; + m_NextGameplayState = GameplayState.Playing; + break; + + case GameplayState.Playing: + break; + + case GameplayState.CompleteLevel: + m_NextGameplayState = GameplayState.StartLevel; + break; + + case GameplayState.GameOver: + m_EarliestTimeToChangeState += 3.0; + m_NextGameplayState = GameplayState.ResetGame; + break; + + case GameplayState.ResetGame: + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); + break; + } + + // Notify listeners about gameplay state being updated + GameplayStateChanged?.Invoke(m_GameplayState); + } - void Update() - { - // If all enemies have been eliminated, begin a new round - if (m_RemainingEnemiesRound == 0) - NextRound(); + // Spawn enemies while in playing state only + if (state == GameplayState.Playing) + { + if (m_RemainingEnemiesOnThisLevel == 0) + m_NextGameplayState = GameplayState.CompleteLevel; + else + SpawnEnemy(); + } - SpawnEnemy(); - AnimateCameraShake(); - AnimateHapticShake(); + // Always animate regardless of state + AnimateCameraShake(); + } + + void UpdateCursor() + { + if (paused) + { + Cursor.visible = true; + Cursor.lockState = CursorLockMode.None; + } + else + { + Cursor.visible = false; + Cursor.lockState = CursorLockMode.Locked; + } + } } } diff --git a/Assets/Samples/RebindingUI/Game/Message.cs b/Assets/Samples/RebindingUI/Game/Message.cs index 5b96b21693..4f5d689a16 100644 --- a/Assets/Samples/RebindingUI/Game/Message.cs +++ b/Assets/Samples/RebindingUI/Game/Message.cs @@ -2,46 +2,75 @@ using UnityEngine; using UnityEngine.UI; -public interface IShowMessages +namespace UnityEngine.InputSystem.Samples.RebindUI { - public void ShowMessage(string message); - public void ShowMessage(string message, TimeSpan duration, Action timeoutCallback = null); - public void HideMessage(); -} + public class Message : MonoBehaviour + { + public GameplayManager gameplayManager; + public GameObject root; + public Text text; + private Action m_TimeoutCallback; -public class Message : MonoBehaviour, IShowMessages -{ - public Text text; - private double m_Timeout; - private Action m_TimeoutCallback; + private void OnEnable() + { + gameplayManager.GameplayStateChanged += OnGameplayStateChanged; + gameplayManager.PauseChanged += OnPauseChanged; + OnGameplayStateChanged(gameplayManager.state); + } - public void HideMessage() - { - gameObject.SetActive(false); - } + private void OnPauseChanged(bool paused) + { + OnGameplayStateChanged(gameplayManager.state); + } - public void ShowMessage(string message) - { - if (text) - text.text = message; - } + private void OnDisable() + { + gameplayManager.GameplayStateChanged += OnGameplayStateChanged; + gameplayManager.PauseChanged -= OnPauseChanged; + } - public void ShowMessage(string message, TimeSpan duration, Action timeoutCallback = null) - { - ShowMessage(message); - m_TimeoutCallback = timeoutCallback; - m_Timeout = Time.timeAsDouble + duration.TotalSeconds; - gameObject.SetActive(true); - } + private void Hide() + { + root.SetActive(false); + } - void Update() - { - if (!(Time.timeAsDouble >= m_Timeout)) - return; + private void Show(string message) + { + text.text = message; + root.SetActive(true); + } + + private void Show(string message, float duration) + { + Show(message); + } - HideMessage(); + private void OnGameplayStateChanged(GameplayManager.GameplayState state) + { + if (gameplayManager.paused) + { + Show("PAUSED"); + return; + } - m_TimeoutCallback?.Invoke(); - m_TimeoutCallback = null; + switch (state) + { + case GameplayManager.GameplayState.None: + break; + case GameplayManager.GameplayState.StartLevel: + Debug.Log("Starting level"); + Show($"ROUND {gameplayManager.level}"); + break; + case GameplayManager.GameplayState.CompleteLevel: + break; + case GameplayManager.GameplayState.Playing: + Debug.Log("Playing level"); + Hide(); + break; + case GameplayManager.GameplayState.GameOver: + Show("GAME OVER"); + break; + } + } } } diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index 9506b1e330..83f4b6325d 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -22,6 +22,9 @@ public class RebindUIGameManager : MonoBehaviour [Tooltip("The gameplay manager responsible for managing gameplay.")] public GameplayManager gameplayManager; + [Tooltip("The gameplay UI")] + public GameObject gameUI; + private GameState m_CurrentState = GameState.Initializing; private GameState m_NextState = GameState.Playing; @@ -79,6 +82,7 @@ private void Update() case GameState.Playing: gameplayActions.Enable(); gameplayManager.enabled = true; + gameUI.SetActive(true); menu.SetActive(false); break; @@ -87,6 +91,7 @@ private void Update() case GameState.RebindingMenu: gameplayActions.Disable(); gameplayManager.enabled = false; + gameUI.SetActive(false); toggleMenuAction.action.Enable(); menu.SetActive(true); diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index acf3e22163..63592b463e 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -120,6 +120,54 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} +--- !u!1 &5139312 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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messageService: {fileID: 535440010} --- !u!114 &51853248 MonoBehaviour: m_ObjectHideFlags: 0 @@ -458,7 +506,7 @@ PrefabInstance: - target: {fileID: 690190895482579582, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_Text - value: Start + value: Options objectReference: {fileID: 0} - target: {fileID: 6680292650503350822, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -1745,14 +1793,13 @@ GameObject: - component: {fileID: 535440011} - component: {fileID: 535440013} - component: {fileID: 535440012} - - component: {fileID: 535440014} m_Layer: 5 - m_Name: Jumbotron + m_Name: TextOverlay m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!224 &535440011 RectTransform: m_ObjectHideFlags: 0 @@ -1760,18 +1807,18 @@ RectTransform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 535440010} - m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} + m_LocalScale: {x: 0.9749009, y: 0.9749009, z: 0.9749009} m_ConstrainProportionsScale: 0 m_Children: - {fileID: 303988306} - m_Father: {fileID: 861395295} + m_Father: {fileID: 5139313} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0.5} m_AnchorMax: {x: 1, y: 0.5} - m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 0, y: 92.32} + m_AnchoredPosition: {x: -12.122925, y: 10.371765} + m_SizeDelta: {x: 1211.4052, y: 92.32} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &535440012 MonoBehaviour: @@ -1811,19 +1858,6 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 535440010} m_CullTransparentMesh: 1 ---- !u!114 &535440014 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 535440010} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 8ab179ac572fd4ff5a2598d5878d962d, type: 3} - m_Name: - m_EditorClassIdentifier: - text: {fileID: 303988307} --- !u!1 &581137331 stripped GameObject: m_CorrespondingSourceObject: {fileID: 8384654220190448158, guid: f25dcd618d3acd64795bf8bb32edb6c9, @@ -2947,7 +2981,7 @@ PrefabInstance: - target: {fileID: 690190895482579582, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_Text - value: B + value: Circle objectReference: {fileID: 0} - target: {fileID: 6680292650503350822, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -3232,7 +3266,7 @@ RectTransform: - {fileID: 2040634063} - {fileID: 508436406} - {fileID: 1106689462} - - {fileID: 535440011} + - {fileID: 5139313} m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} @@ -3619,7 +3653,7 @@ PrefabInstance: - target: {fileID: 690190895482579582, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_Text - value: RT + value: R2 objectReference: {fileID: 0} - target: {fileID: 6680292650503350822, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} From f934a06b6cfb05c195880a73ede83c85cfb5f62b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Tue, 1 Jul 2025 23:19:16 +0200 Subject: [PATCH 64/85] Fix: Rebinding gamepad icons fail for derived (implicitly converted) button controls. --- Assets/Samples/RebindingUI/GamepadIconsExample.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Assets/Samples/RebindingUI/GamepadIconsExample.cs b/Assets/Samples/RebindingUI/GamepadIconsExample.cs index 70b9ec4da0..8abc767a07 100644 --- a/Assets/Samples/RebindingUI/GamepadIconsExample.cs +++ b/Assets/Samples/RebindingUI/GamepadIconsExample.cs @@ -93,7 +93,9 @@ public Sprite GetSprite(string controlPath) case "start": return startButton; case "select": return selectButton; case "leftTrigger": return leftTrigger; + case "leftTriggerButton": return leftTrigger; case "rightTrigger": return rightTrigger; + case "rightTriggerButton": return rightTrigger; case "leftShoulder": return leftShoulder; case "rightShoulder": return rightShoulder; case "dpad": return dpad; From c534b22fdd439e51d0c535f843fd738bd9f48090 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 07:04:07 +0200 Subject: [PATCH 65/85] Removed debug logs --- Assets/Samples/RebindingUI/Game/Message.cs | 2 -- 1 file changed, 2 deletions(-) diff --git a/Assets/Samples/RebindingUI/Game/Message.cs b/Assets/Samples/RebindingUI/Game/Message.cs index 4f5d689a16..4658741010 100644 --- a/Assets/Samples/RebindingUI/Game/Message.cs +++ b/Assets/Samples/RebindingUI/Game/Message.cs @@ -58,13 +58,11 @@ private void OnGameplayStateChanged(GameplayManager.GameplayState state) case GameplayManager.GameplayState.None: break; case GameplayManager.GameplayState.StartLevel: - Debug.Log("Starting level"); Show($"ROUND {gameplayManager.level}"); break; case GameplayManager.GameplayState.CompleteLevel: break; case GameplayManager.GameplayState.Playing: - Debug.Log("Playing level"); Hide(); break; case GameplayManager.GameplayState.GameOver: From 0a25ec28a005328ed5509afeb8478847a1afa5d5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 07:04:48 +0200 Subject: [PATCH 66/85] Eliminated chance of nullptr exception from CanvasGroupModifier which may happen if there is no event system --- Assets/Samples/RebindingUI/CanvasGroupModifier.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/Assets/Samples/RebindingUI/CanvasGroupModifier.cs b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs index f021c37530..bec83ac8fd 100644 --- a/Assets/Samples/RebindingUI/CanvasGroupModifier.cs +++ b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs @@ -37,10 +37,14 @@ void OnDisable() canvasGroup.interactable = m_SavedInteractable; // Restore previous selection. - if (m_SelectedObject != null) - EventSystem.current.SetSelectedGameObject(m_SelectedObject); - else if (EventSystem.current.currentSelectedGameObject == null) - EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); + var eventSystem = EventSystem.current; + if (eventSystem != null) + { + if (m_SelectedObject != null) + eventSystem.SetSelectedGameObject(m_SelectedObject); + else if (EventSystem.current.currentSelectedGameObject == null) + eventSystem.SetSelectedGameObject(eventSystem.firstSelectedGameObject); + } } } } From d367d9cd3b098d5aa9aa92fedee2a620560e3016 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 08:52:07 +0200 Subject: [PATCH 67/85] Improved code quality of InvokeUnityEvents added corresponding editor test to verify logic --- .../Samples/RebindingUI/InvokeUnityEvent.cs | 83 +++++++++++++++++-- .../RebindingUI/RebindingUISampleScene.unity | 14 ++-- Assets/Tests/Samples/RebindingUITests.cs | 71 ++++++++++++++++ 3 files changed, 152 insertions(+), 16 deletions(-) diff --git a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs index b706aa26d2..cecba169f0 100644 --- a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs +++ b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs @@ -1,3 +1,4 @@ +using System; using UnityEngine.Events; namespace UnityEngine.InputSystem.Samples.RebindUI @@ -5,30 +6,96 @@ namespace UnityEngine.InputSystem.Samples.RebindUI /// /// A simple component that deactivates a target when action is performed. /// + /// + /// Note that this implementation do not handle action changing during run-time. + /// public class InvokeUnityEvent : MonoBehaviour { [Tooltip("The input action that triggers the Unity event when performed.")] - public InputActionReference action; + [SerializeField] private InputActionReference m_Action; [Tooltip("The Unity event to be invoked when action is performed.")] - public UnityEvent onPerformed; + [SerializeField] private UnityEvent m_OnPerformed = new UnityEvent(); + + private Action m_OnActionPerformed; + private bool m_HaveRegisteredCallback = false; + + /// + /// Sets/gets the associated action that triggers the event. + /// + /// Registration and unregistration for event forwarding is handled automatically. + public InputActionReference action + { + get => m_Action; + set + { + if (m_Action == value) + return; + + Unregister(); + m_Action = value; + Register(); + } + } + + public UnityEvent onPerformed + { + get => m_OnPerformed; + set + { + if (m_OnPerformed == value) + return; + + // If we just change forwarding target there is no need to do any action. + // If this is the first time its set or we set it to null we invoke registration logic. + var manageRegistration = m_OnPerformed == null || value == null; + if (manageRegistration) + Unregister(); + m_OnPerformed = value; + if (manageRegistration) + Register(); + } + } + + private void Awake() + { + // Cache action ensuring no memory allocation occurs on registration of callback. + m_OnActionPerformed = OnActionPerformed; + } private void OnEnable() { - // Register callback when component is enabled - if (action != null && action.action != null) - action.action.performed += OnActionPerformed; + // Register callback when component is enabled. + Register(); } private void OnDisable() { - // Unregister callback when component is disabled - if (action != null && action.action != null) - action.action.performed -= OnActionPerformed; + // Unregister callback when component is disabled. + Unregister(); + } + + private void Register() + { + if (!m_HaveRegisteredCallback && m_OnPerformed != null && m_Action != null && m_Action.action != null) + { + action.action.performed += m_OnActionPerformed; + m_HaveRegisteredCallback = true; + } + } + + private void Unregister() + { + if (m_HaveRegisteredCallback && action != null && action.action != null) + { + action.action.performed -= m_OnActionPerformed; + m_HaveRegisteredCallback = false; + } } private void OnActionPerformed(InputAction.CallbackContext context) { + // Invoke associated callback when performed. onPerformed?.Invoke(); } } diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 63592b463e..ab096b70bc 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -479,8 +479,6 @@ MonoBehaviour: enemyExplosion: {fileID: 5308828742654324719, guid: 39a7c0f8dfc714dd6be0743596240a32, type: 3} player: {fileID: 4472603860614154820, guid: 0f92337866e254da99f12fd4390ecc7c, type: 3} - playerExplosion: {fileID: 0} - explosion: {fileID: 0} --- !u!114 &51853248 MonoBehaviour: m_ObjectHideFlags: 0 @@ -1747,8 +1745,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 83ad383eb7f4143f388de7a2a7e17738, type: 3} m_Name: m_EditorClassIdentifier: - action: {fileID: 273729934076485498, guid: 100b460020a15704692cc0ec34331d8a, type: 3} - onPerformed: + m_Action: {fileID: 273729934076485498, guid: 100b460020a15704692cc0ec34331d8a, type: 3} + m_OnPerformed: m_PersistentCalls: m_Calls: - m_Target: {fileID: 51853245} @@ -2190,7 +2188,7 @@ RectTransform: m_Father: {fileID: 785347010} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} - m_AnchorMax: {x: 0, y: 0} + m_AnchorMax: {x: 0.5, y: 1} m_AnchoredPosition: {x: 0, y: 0} m_SizeDelta: {x: 10, y: 0} m_Pivot: {x: 0.5, y: 0.5} @@ -4028,8 +4026,8 @@ RectTransform: m_Children: [] m_Father: {fileID: 2052415375} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 0} - m_AnchorMax: {x: 0, y: 0} + m_AnchorMin: {x: 0.5, y: 0} + m_AnchorMax: {x: 0.5, y: 1} m_AnchoredPosition: {x: 0, y: 0} m_SizeDelta: {x: 20, y: 0} m_Pivot: {x: 0.5, y: 0.5} @@ -5029,7 +5027,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &1214352211 RectTransform: m_ObjectHideFlags: 0 diff --git a/Assets/Tests/Samples/RebindingUITests.cs b/Assets/Tests/Samples/RebindingUITests.cs index 1a76bd55a6..3961fde80f 100644 --- a/Assets/Tests/Samples/RebindingUITests.cs +++ b/Assets/Tests/Samples/RebindingUITests.cs @@ -2,6 +2,7 @@ using System.IO; using NUnit.Framework; using UnityEngine; +using UnityEngine.Events; using UnityEngine.EventSystems; using UnityEngine.InputSystem; using UnityEngine.InputSystem.Samples.RebindUI; @@ -11,6 +12,8 @@ public class RebindingUITests : CoreTestsFixture { + private int m_Counter; + [Test] [Category("Samples")] public void Samples_CanCreateRebindingUI() @@ -175,6 +178,74 @@ public IEnumerator Samples_RebindingUI_SuppressingEventsDoesNotInterfereWithUIIn Assert.That(bindingLabel.text, Is.EqualTo("")); } + [UnityTest] + [Category("Samples")] + public IEnumerator Samples_RebindingUI_InvokeUnityEventForwardsEvent() + { + var gamepad = InputSystem.AddDevice(); + + var asset = ScriptableObject.CreateInstance(); + var map = asset.AddActionMap("map"); + var action1 = map.AddAction(name: "first", type: InputActionType.Button, binding: "/buttonNorth"); + var action2 = map.AddAction(name: "second", type: InputActionType.Button, binding: "/buttonSouth"); + + action1.Enable(); + action2.Enable(); + + UnityAction incrementByOne = () => ++ m_Counter; + UnityAction incrementByTwo = () => m_Counter += 2; + + var go = new GameObject(); + var invoke = go.AddComponent(); + + // Setup both action and unity event + invoke.action = InputActionReference.Create(action1); + invoke.onPerformed.AddListener(incrementByOne); + + // Press button and check that unity event is invoked + PressAndRelease(gamepad.buttonNorth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(1)); + + // Switch action + invoke.action = InputActionReference.Create(action2); + + // Press button and check that no unity event is invoked + PressAndRelease(gamepad.buttonNorth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(1)); + + // Press other button and check that no unity event is invoked + PressAndRelease(gamepad.buttonSouth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(2)); + + // Remove event + invoke.onPerformed = null; + + // Press other button and check that nothing happens + PressAndRelease(gamepad.buttonSouth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(2)); + + // Add other event and set action to null + var unityEvent = new UnityEvent(); + unityEvent.AddListener(incrementByTwo); + invoke.onPerformed = unityEvent; + invoke.action = null; + + // Press other button and check that nothing happens + PressAndRelease(gamepad.buttonSouth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(2)); + + // Set action back to initial configuration + invoke.action = InputActionReference.Create(action1); + PressAndRelease(gamepad.buttonNorth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(4)); + } + private class TestEventSystem : EventSystem { public void InvokeUpdate() From c7483d3ff54904d7c1d1124731f1addd96b6a8a1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 08:52:50 +0200 Subject: [PATCH 68/85] Fix: Prevent exiting into game when being 2 levels down menu hierarchy --- Assets/Samples/RebindingUI/RebindUIGameManager.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index 83f4b6325d..25810d32ff 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -39,7 +39,10 @@ public void ToggleMenu() m_NextState = GameState.RebindingMenu; break; case GameState.RebindingMenu: - m_NextState = GameState.Playing; + // Only allow transition back to the game if game menu is interactable. + // This is to avoid e.g. pressing menu toggle action while in rebind mode. + if (menu.GetComponent().interactable) + m_NextState = GameState.Playing; break; } } From 4cac584e6189ea1d3488aac79268bc4354fa0f6c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 14:17:19 +0200 Subject: [PATCH 69/85] Added bug case references --- Assets/Samples/RebindingUI/Game/FeedbackController.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Assets/Samples/RebindingUI/Game/FeedbackController.cs b/Assets/Samples/RebindingUI/Game/FeedbackController.cs index a5c2f8a670..181aff1705 100644 --- a/Assets/Samples/RebindingUI/Game/FeedbackController.cs +++ b/Assets/Samples/RebindingUI/Game/FeedbackController.cs @@ -105,6 +105,8 @@ private void Update() m_InvalidateLight = m_InvalidateRumble = true; // Animate device color, note that we throttle this to avoid output congestion on device side. + // See https://jira.unity3d.com/browse/ISXB-1587 for why this workaround was added. + // If this ticket is resolved, frequency settings and this workaround may be removed. if (now >= m_NextLightUpdateTime && (m_InvalidateLight || m_DeviceColor != color)) { m_InvalidateLight = false; @@ -114,6 +116,8 @@ private void Update() // Animate device rumble, note that we throttle this to avoid output congestion on device side. // The else branch makes sure rumble effect is paused if user pauses with motors running. + // See https://jira.unity3d.com/browse/ISXB-1586 for why this workaround was added. + // If this ticket is resolved, frequency settings and this workaround may be removed. if (now >= m_NextRumbleUpdateTime && (m_InvalidateRumble || !Mathf.Approximately(m_DeviceRumble, rumble))) { m_InvalidateRumble = false; From fd7f756a75b60b98b5326528f0e4d29a5705812a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 14:48:04 +0200 Subject: [PATCH 70/85] Replaced incorrect Transform with RectTransform to support free aspect ratio mode better --- .../RebindingUI/RebindingUISampleScene.unity | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index ab096b70bc..8d055e9e6e 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -136,23 +136,27 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 ---- !u!4 &5139313 -Transform: + m_IsActive: 1 +--- !u!224 &5139313 +RectTransform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 5139312} - serializedVersion: 2 m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 12.435033, y: -10.638789, z: 0} + m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1.0257453, y: 1.0257453, z: 1.0257453} m_ConstrainProportionsScale: 0 m_Children: - {fileID: 535440011} m_Father: {fileID: 861395295} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} + m_AnchorMin: {x: 0, y: 0.5} + m_AnchorMax: {x: 1, y: 0.5} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 500} + m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &5139314 MonoBehaviour: m_ObjectHideFlags: 0 @@ -1815,8 +1819,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0.5} m_AnchorMax: {x: 1, y: 0.5} - m_AnchoredPosition: {x: -12.122925, y: 10.371765} - m_SizeDelta: {x: 1211.4052, y: 92.32} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 100} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &535440012 MonoBehaviour: From ac8dd328ec2312f8fdd557a135134d7beeb4324f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 15:52:40 +0200 Subject: [PATCH 71/85] FIX: ISXB-1595 Fixed an issue that could cause actions, e.g. UI default cancel action to trigger as part of canceling rebind operation. --- .../InputSystem/Actions/InputActionRebindingExtensions.cs | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 75948f0209..7b443c9f8e 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -2367,6 +2367,11 @@ private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device) if (!string.IsNullOrEmpty(m_CancelBinding) && InputControlPath.Matches(m_CancelBinding, control) && control.HasValueChangeInState(statePtr)) { + // ISXB-1595: Mark event as handled, otherwise the direct cancellation may affect actions bound + // to the same control. Since the cancellation is part of the rebind process it should be + // treated as matched input. + eventPtr.handled = true; + OnCancel(); break; } From 5c9beaf46d5b2322a3a8171db0e68aa162f697da Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 16:09:14 +0200 Subject: [PATCH 72/85] Removed redundant Image components from rebinding sample. --- .../RebindingUI/RebindingUISampleScene.unity | 95 +------------------ 1 file changed, 1 insertion(+), 94 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 8d055e9e6e..fca2ccfaf8 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -136,7 +136,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &5139313 RectTransform: m_ObjectHideFlags: 0 @@ -3845,7 +3845,6 @@ GameObject: m_Component: - component: {fileID: 1003189951} - component: {fileID: 1003189953} - - component: {fileID: 1003189952} m_Layer: 5 m_Name: UIActions m_TagString: Untagged @@ -3879,36 +3878,6 @@ RectTransform: m_AnchoredPosition: {x: 0, y: 12} m_SizeDelta: {x: 460, y: 174.2} m_Pivot: {x: 1, y: 0} ---- !u!114 &1003189952 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1003189950} - m_Enabled: 0 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Material: {fileID: 0} - m_Color: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} - m_RaycastTarget: 0 - m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} - m_Maskable: 1 - m_OnCullStateChanged: - m_PersistentCalls: - m_Calls: [] - m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0} - m_Type: 1 - m_PreserveAspect: 0 - m_FillCenter: 1 - m_FillMethod: 4 - m_FillAmount: 1 - m_FillClockwise: 1 - m_FillOrigin: 0 - m_UseSpriteMesh: 0 - m_PixelsPerUnitMultiplier: 1 --- !u!222 &1003189953 CanvasRenderer: m_ObjectHideFlags: 0 @@ -5583,7 +5552,6 @@ GameObject: m_Component: - component: {fileID: 1592902109} - component: {fileID: 1592902111} - - component: {fileID: 1592902110} m_Layer: 5 m_Name: Actions m_TagString: Untagged @@ -5617,36 +5585,6 @@ RectTransform: m_AnchoredPosition: {x: 0, y: 12} m_SizeDelta: {x: 460, y: 174.20001} m_Pivot: {x: 0, y: 0} ---- !u!114 &1592902110 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1592902108} - m_Enabled: 0 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Material: {fileID: 0} - m_Color: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} - m_RaycastTarget: 0 - m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} - m_Maskable: 1 - m_OnCullStateChanged: - m_PersistentCalls: - m_Calls: [] - m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0} - m_Type: 1 - m_PreserveAspect: 0 - m_FillCenter: 1 - m_FillMethod: 4 - m_FillAmount: 1 - m_FillClockwise: 1 - m_FillOrigin: 0 - m_UseSpriteMesh: 0 - m_PixelsPerUnitMultiplier: 1 --- !u!222 &1592902111 CanvasRenderer: m_ObjectHideFlags: 0 @@ -7586,7 +7524,6 @@ GameObject: m_Component: - component: {fileID: 2040634063} - component: {fileID: 2040634065} - - component: {fileID: 2040634064} m_Layer: 5 m_Name: Indicators m_TagString: Untagged @@ -7615,36 +7552,6 @@ RectTransform: m_AnchoredPosition: {x: 0, y: 0} m_SizeDelta: {x: 1212, y: 153.1} m_Pivot: {x: 0.5, y: 1} ---- !u!114 &2040634064 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 2040634062} - m_Enabled: 0 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Material: {fileID: 0} - m_Color: {r: 1, g: 1, b: 1, a: 0.392} - m_RaycastTarget: 1 - m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} - m_Maskable: 1 - m_OnCullStateChanged: - m_PersistentCalls: - m_Calls: [] - m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0} - m_Type: 1 - m_PreserveAspect: 0 - m_FillCenter: 1 - m_FillMethod: 4 - m_FillAmount: 1 - m_FillClockwise: 1 - m_FillOrigin: 0 - m_UseSpriteMesh: 0 - m_PixelsPerUnitMultiplier: 1 --- !u!222 &2040634065 CanvasRenderer: m_ObjectHideFlags: 0 From d4a6e4365b518ca34a9170be8d662bb3d49e9ff3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 16:12:34 +0200 Subject: [PATCH 73/85] Code cleanup --- Assets/Samples/RebindingUI/RebindUIGameManager.cs | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index 25810d32ff..2207bf38a8 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -41,6 +41,7 @@ public void ToggleMenu() case GameState.RebindingMenu: // Only allow transition back to the game if game menu is interactable. // This is to avoid e.g. pressing menu toggle action while in rebind mode. + // Essentially this is equivalent "if NOT currently rebinding". if (menu.GetComponent().interactable) m_NextState = GameState.Playing; break; @@ -96,10 +97,7 @@ private void Update() gameplayManager.enabled = false; gameUI.SetActive(false); toggleMenuAction.action.Enable(); - menu.SetActive(true); - if (EventSystem.current.currentSelectedGameObject == null) - EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); // TODO Move to other canvas interaction place break; } } From f53427a4fdce2b456572be7e2f75a37b695b4e05 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 16:15:47 +0200 Subject: [PATCH 74/85] Updated rebinding asset based on changes from develop --- Assets/Samples/RebindingUI/RebindUISampleActions.inputactions | 1 + 1 file changed, 1 insertion(+) diff --git a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions index b39b92fada..10077d4a8d 100644 --- a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions +++ b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions @@ -1,4 +1,5 @@ { + "version": 1, "name": "RebindUISampleActions", "maps": [ { From e78eae1ef9475a9ce9b1430af58a022738f22817 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 21:13:19 +0200 Subject: [PATCH 75/85] Fixed an issue where projectiles where destroyed at a fixed distance instead of taking the game area into account. Cleaned up related code. --- Assets/Samples/RebindingUI/Game/Bullet.cs | 74 +++++++++++-------- .../RebindingUI/Game/GameplayManager.cs | 13 ++++ Assets/Samples/RebindingUI/Game/Player.cs | 8 +- 3 files changed, 64 insertions(+), 31 deletions(-) diff --git a/Assets/Samples/RebindingUI/Game/Bullet.cs b/Assets/Samples/RebindingUI/Game/Bullet.cs index 0e2418b39e..fb331ef541 100644 --- a/Assets/Samples/RebindingUI/Game/Bullet.cs +++ b/Assets/Samples/RebindingUI/Game/Bullet.cs @@ -1,40 +1,56 @@ -using System; -using UnityEngine; using UnityEngine.Pool; -public class Bullet : MonoBehaviour +namespace UnityEngine.InputSystem.Samples.RebindUI { - public float speed = 1.0f; - public Vector3 direction = Vector3.forward; - public IObjectPool pool; + /// + /// Represents a projectile with collision detection. + /// + public class Bullet : MonoBehaviour + { + [Tooltip("The bullet velocity")] + public float speed = 1.0f; - private bool m_Destroyed; + [Tooltip("The bullet movement direction vector")] + public Vector3 direction = Vector3.forward; - private void Update() - { - // Animate bullet - transform.position += direction * (speed * Time.deltaTime); + private IObjectPool m_Pool; + private GameplayManager m_Manager; + private bool m_Destroyed; - // Destroy bullet if it has exited the game area - if (Vector3.Distance(transform.position, Vector3.zero) > 10.0f) - OnParticleDestroyed(); - } + public void Initialize(GameplayManager manager, IObjectPool pool) + { + m_Manager = manager; + m_Pool = pool; + } - void OnEnable() - { - m_Destroyed = false; - } + private void Update() + { + // Animate bullet + transform.position += direction * (speed * Time.deltaTime); - private void OnCollisionEnter(Collision other) - { - OnParticleDestroyed(); - } + // Destroy bullet if it has exited the game area + if (!m_Manager.IsInsideGameplayArea(transform.position)) + DestroyBullet(); + } - private void OnParticleDestroyed() - { - if (m_Destroyed) - return; - pool.Release(this); - m_Destroyed = true; + void OnEnable() + { + m_Destroyed = false; + } + + private void OnCollisionEnter(Collision other) + { + DestroyBullet(); + } + + private void DestroyBullet() + { + if (m_Destroyed) + return; + + // Return this object to the pool + m_Pool.Release(this); + m_Destroyed = true; + } } } diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs index 135bc40ee0..90eaaf4b62 100644 --- a/Assets/Samples/RebindingUI/Game/GameplayManager.cs +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -149,6 +149,19 @@ private static void WrapAround(ref float x, float min, float max) x = min; } + internal bool IsInsideGameplayArea(Vector3 position, float margin = 0.8f) + { + if (!gameCamera || !gameCamera.orthographic) + return true; + + var orthoSize = gameCamera.orthographicSize; + var horizontalExtent = orthoSize * gameCamera.aspect; + return (position.x >= -horizontalExtent - margin) && + (position.x <= horizontalExtent + margin) && + (position.y >= -orthoSize - margin) && + (position.y <= orthoSize + margin); + } + private static bool TryTeleportOrthographicExtents(Camera camera, Vector3 position, out Vector3 result, float margin = 0.8f) { diff --git a/Assets/Samples/RebindingUI/Game/Player.cs b/Assets/Samples/RebindingUI/Game/Player.cs index db7837d303..8085e40ad6 100644 --- a/Assets/Samples/RebindingUI/Game/Player.cs +++ b/Assets/Samples/RebindingUI/Game/Player.cs @@ -130,7 +130,12 @@ private void Start() // Create an object pool for bullets/projectiles m_ObjectPool = new ObjectPool( - createFunc: () => Instantiate(particle).GetComponent(), + createFunc: () => + { + var bullet = Instantiate(particle).GetComponent(); + bullet.Initialize(manager, m_ObjectPool); + return bullet; + }, actionOnGet: (bullet) => bullet.gameObject.SetActive(true), actionOnRelease: (bullet) => bullet.gameObject.SetActive(false), actionOnDestroy: (bullet) => Destroy(bullet.gameObject)); @@ -177,7 +182,6 @@ private void FireBullet(Vector3 direction) var bullet = m_ObjectPool.Get(); bullet.direction = direction; bullet.transform.position = transform.position + direction.normalized * (1.6f * transform.lossyScale.y); - bullet.pool = m_ObjectPool; // Animate barrel to simulate recoil var pos = barrel.transform.localPosition; From c6e4018d2d988e88e1c6ebbaa441ab0dbd98f980 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 21:49:04 +0200 Subject: [PATCH 76/85] Fixed a numerical error in FeedbackController and simplified associated code. --- .../RebindingUI/Game/FeedbackController.cs | 25 +++++++++++++------ 1 file changed, 17 insertions(+), 8 deletions(-) diff --git a/Assets/Samples/RebindingUI/Game/FeedbackController.cs b/Assets/Samples/RebindingUI/Game/FeedbackController.cs index 181aff1705..06d86a88fd 100644 --- a/Assets/Samples/RebindingUI/Game/FeedbackController.cs +++ b/Assets/Samples/RebindingUI/Game/FeedbackController.cs @@ -9,13 +9,16 @@ namespace UnityEngine.InputSystem.Samples.RebindUI /// public class FeedbackController : MonoBehaviour { + private const float kDefaultOutputFrequency = 10.0f; + private const float kDefaultOutputThrottleDelay = 1.0f / kDefaultOutputFrequency; + [Header("Color Output")] [Tooltip("The device color output frequency (Hz)")] - public float colorOutputFrequency = 10.0f; + public float colorOutputFrequency = kDefaultOutputFrequency; [Header("Force Feedback Output")] [Tooltip("The device rumble output frequency (Hz)")] - public float rumbleOutputFrequency = 10.0f; + public float rumbleOutputFrequency = kDefaultOutputFrequency; /// /// Gets or sets the target light color. @@ -25,7 +28,11 @@ public class FeedbackController : MonoBehaviour /// /// Gets or sets the strength of the rumble effect [0, 1]. /// - public float rumble { get; set; } + public float rumble + { + get => m_Rumble; + set => m_Rumble = Mathf.Clamp01(value); + } /// /// Records the device used to trigger an action. @@ -74,6 +81,7 @@ public void RecordRecentDeviceFromAction(InputAction action) private Color m_DeviceColor = NoLight; private double m_NextRumbleUpdateTime; private float m_DeviceRumble; + private float m_Rumble; private void Awake() { @@ -110,7 +118,7 @@ private void Update() if (now >= m_NextLightUpdateTime && (m_InvalidateLight || m_DeviceColor != color)) { m_InvalidateLight = false; - m_NextLightUpdateTime = NextMultipleOf(now, 1.0f / colorOutputFrequency); + m_NextLightUpdateTime = ComputeNextUpdateTime(now, colorOutputFrequency); ApplyLight(color); } @@ -121,7 +129,7 @@ private void Update() if (now >= m_NextRumbleUpdateTime && (m_InvalidateRumble || !Mathf.Approximately(m_DeviceRumble, rumble))) { m_InvalidateRumble = false; - m_NextRumbleUpdateTime = NextMultipleOf(now, 1.0f / rumbleOutputFrequency); + m_NextRumbleUpdateTime = ComputeNextUpdateTime(now, rumbleOutputFrequency); ApplyRumble(rumble); } } @@ -186,7 +194,7 @@ private static bool IsRecentlyUsed(InputDevice device, double realtimeSinceStart private static bool DetectAbandonedDevices(double realTimeSinceStartup) { - var removed = false; + bool removed; var foundAtLeastOnePassiveDevice = false; do { @@ -210,9 +218,10 @@ private static bool DetectAbandonedDevices(double realTimeSinceStartup) return foundAtLeastOnePassiveDevice; } - private static double NextMultipleOf(double value, double factor) + private static double ComputeNextUpdateTime(double now, float frequency) { - return Math.Round((value / factor), MidpointRounding.AwayFromZero) * factor; + var factor = frequency > 0.0 ? 1.0f / frequency : kDefaultOutputThrottleDelay; + return Math.Ceiling(now / factor) * factor; } } } From 6780d58011e971ef1566de8c2b4df8a501f187e2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 23:08:43 +0200 Subject: [PATCH 77/85] Renamed assets to have more meaningful names, created a dedicated UI map for rebinding sample, code clean-up, tweaks. --- ...indingMaterial2.mat => BulletMaterial.mat} | 2 +- ...rial2.mat.meta => BulletMaterial.mat.meta} | 0 ...bindingMaterial3.mat => EnemyMaterial.mat} | 2 +- ...erial3.mat.meta => EnemyMaterial.mat.meta} | 0 ...bindingMaterial.mat => PlayerMaterial.mat} | 2 +- ...erial.mat.meta => PlayerMaterial.mat.meta} | 0 ...ndingMaterial4.mat => PlayerMaterial2.mat} | 2 +- ...ial4.mat.meta => PlayerMaterial2.mat.meta} | 0 .../RebindingUI/InputActionIndicator.cs | 52 +- .../RebindingUI/InputActionIndicator.prefab | 89 ++- .../RebindingUI/RebindUIGameManager.cs | 32 +- .../RebindUISampleActions.inputactions | 516 ++++++++++++++++++ .../RebindingUI/RebindingUISampleScene.unity | 60 +- 13 files changed, 678 insertions(+), 79 deletions(-) rename Assets/Samples/RebindingUI/Game/{RebindingMaterial2.mat => BulletMaterial.mat} (98%) rename Assets/Samples/RebindingUI/Game/{RebindingMaterial2.mat.meta => BulletMaterial.mat.meta} (100%) rename Assets/Samples/RebindingUI/Game/{RebindingMaterial3.mat => EnemyMaterial.mat} (98%) rename Assets/Samples/RebindingUI/Game/{RebindingMaterial3.mat.meta => EnemyMaterial.mat.meta} (100%) rename Assets/Samples/RebindingUI/Game/{RebindingMaterial.mat => PlayerMaterial.mat} (98%) rename Assets/Samples/RebindingUI/Game/{RebindingMaterial.mat.meta => PlayerMaterial.mat.meta} (100%) rename Assets/Samples/RebindingUI/Game/{RebindingMaterial4.mat => PlayerMaterial2.mat} (98%) rename Assets/Samples/RebindingUI/Game/{RebindingMaterial4.mat.meta => PlayerMaterial2.mat.meta} (100%) diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial2.mat b/Assets/Samples/RebindingUI/Game/BulletMaterial.mat similarity index 98% rename from Assets/Samples/RebindingUI/Game/RebindingMaterial2.mat rename to Assets/Samples/RebindingUI/Game/BulletMaterial.mat index 70d7b56b40..83d920d6d7 100644 --- a/Assets/Samples/RebindingUI/Game/RebindingMaterial2.mat +++ b/Assets/Samples/RebindingUI/Game/BulletMaterial.mat @@ -7,7 +7,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: RebindingMaterial2 + m_Name: BulletMaterial m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial2.mat.meta b/Assets/Samples/RebindingUI/Game/BulletMaterial.mat.meta similarity index 100% rename from Assets/Samples/RebindingUI/Game/RebindingMaterial2.mat.meta rename to Assets/Samples/RebindingUI/Game/BulletMaterial.mat.meta diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial3.mat b/Assets/Samples/RebindingUI/Game/EnemyMaterial.mat similarity index 98% rename from Assets/Samples/RebindingUI/Game/RebindingMaterial3.mat rename to Assets/Samples/RebindingUI/Game/EnemyMaterial.mat index 9f70258752..96701a016c 100644 --- a/Assets/Samples/RebindingUI/Game/RebindingMaterial3.mat +++ b/Assets/Samples/RebindingUI/Game/EnemyMaterial.mat @@ -7,7 +7,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: RebindingMaterial3 + m_Name: EnemyMaterial m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial3.mat.meta b/Assets/Samples/RebindingUI/Game/EnemyMaterial.mat.meta similarity index 100% rename from Assets/Samples/RebindingUI/Game/RebindingMaterial3.mat.meta rename to Assets/Samples/RebindingUI/Game/EnemyMaterial.mat.meta diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial.mat b/Assets/Samples/RebindingUI/Game/PlayerMaterial.mat similarity index 98% rename from Assets/Samples/RebindingUI/Game/RebindingMaterial.mat rename to Assets/Samples/RebindingUI/Game/PlayerMaterial.mat index 13a9c5f300..2989498974 100644 --- a/Assets/Samples/RebindingUI/Game/RebindingMaterial.mat +++ b/Assets/Samples/RebindingUI/Game/PlayerMaterial.mat @@ -7,7 +7,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: RebindingMaterial + m_Name: PlayerMaterial m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial.mat.meta b/Assets/Samples/RebindingUI/Game/PlayerMaterial.mat.meta similarity index 100% rename from Assets/Samples/RebindingUI/Game/RebindingMaterial.mat.meta rename to Assets/Samples/RebindingUI/Game/PlayerMaterial.mat.meta diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial4.mat b/Assets/Samples/RebindingUI/Game/PlayerMaterial2.mat similarity index 98% rename from Assets/Samples/RebindingUI/Game/RebindingMaterial4.mat rename to Assets/Samples/RebindingUI/Game/PlayerMaterial2.mat index 426c3fb000..370c71493b 100644 --- a/Assets/Samples/RebindingUI/Game/RebindingMaterial4.mat +++ b/Assets/Samples/RebindingUI/Game/PlayerMaterial2.mat @@ -7,7 +7,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: RebindingMaterial4 + m_Name: PlayerMaterial2 m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 diff --git a/Assets/Samples/RebindingUI/Game/RebindingMaterial4.mat.meta b/Assets/Samples/RebindingUI/Game/PlayerMaterial2.mat.meta similarity index 100% rename from Assets/Samples/RebindingUI/Game/RebindingMaterial4.mat.meta rename to Assets/Samples/RebindingUI/Game/PlayerMaterial2.mat.meta diff --git a/Assets/Samples/RebindingUI/InputActionIndicator.cs b/Assets/Samples/RebindingUI/InputActionIndicator.cs index de2954a181..f28f5aa554 100644 --- a/Assets/Samples/RebindingUI/InputActionIndicator.cs +++ b/Assets/Samples/RebindingUI/InputActionIndicator.cs @@ -25,27 +25,22 @@ public class InputActionIndicator : MonoBehaviour [Tooltip("The duration for which the indicator should be lit before becoming completely inactive.")] public float duration = 1.0f; - private double m_RealTimeLastPerformed; - private Image m_Image; - private Text m_Text; + public Image performedIndicator; + public Image pressedIndicator; + public Text label; - void Awake() - { - m_Image = GetComponent(); - m_Text = GetComponent(); - Update(); - } + private double m_RealTimeLastPerformed; private void OnEnable() { - action.action.performed += OnPerformed; - action.action.Enable(); + if (action != null && action.action != null) + action.action.performed += OnPerformed; } private void OnDisable() { - action.action.Disable(); - action.action.performed -= OnPerformed; + if (action != null && action.action != null) + action.action.performed -= OnPerformed; } private void OnPerformed(InputAction.CallbackContext obj) @@ -57,23 +52,30 @@ private void Update() { if (action.action.enabled) { - // Pulse active color if enabled + // Pulse active color if enabled and performed var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed; - m_Image.color = duration <= 0.0f - ? inactiveColor - : Color.Lerp(inactiveColor, activeColor, - (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); + if (performedIndicator) + { + performedIndicator.color = duration <= 0.0f + ? inactiveColor + : Color.Lerp(inactiveColor, activeColor, + (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); + } + + if (pressedIndicator) + pressedIndicator.color = action.action.IsPressed() ? activeColor : inactiveColor; } else { // Show disabled indicator if disabled - if (m_Image.color != disabledColor) - m_Image.color = disabledColor; + if (performedIndicator && performedIndicator.color != disabledColor) + performedIndicator.color = disabledColor; + if (pressedIndicator && pressedIndicator.color != disabledColor) + pressedIndicator.color = disabledColor; } } - // We want the label for the action name to update in edit mode, too, so - // we kick that off from here. + // Also update action label in edit-mode #if UNITY_EDITOR protected void OnValidate() { @@ -84,12 +86,12 @@ protected void OnValidate() private void UpdateActionLabel() { - if (m_Text == null) + if (label == null) return; if (action != null && action.action != null) - m_Text.text = action.name; + label.text = action.action.name; else - m_Text.text = string.Empty; + label.text = string.Empty; } } } diff --git a/Assets/Samples/RebindingUI/InputActionIndicator.prefab b/Assets/Samples/RebindingUI/InputActionIndicator.prefab index 2cec565202..c5cda55e11 100644 --- a/Assets/Samples/RebindingUI/InputActionIndicator.prefab +++ b/Assets/Samples/RebindingUI/InputActionIndicator.prefab @@ -32,6 +32,7 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: - {fileID: 943689430639722906} + - {fileID: 4857538067602185801} m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0} @@ -60,7 +61,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} - m_Color: {r: 0, g: 1, b: 0.19607843, a: 1} + m_Color: {r: 0.30588236, g: 0.7372549, b: 0.30588236, a: 1} m_RaycastTarget: 1 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 @@ -90,10 +91,13 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: action: {fileID: 0} - activeColor: {r: 0, g: 1, b: 0, a: 1} - inactiveColor: {r: 0, g: 0, b: 0, a: 1} - disabledColor: {r: 1, g: 0, b: 0, a: 1} + activeColor: {r: 0.3019758, g: 0.735849, b: 0.3019758, a: 1} + inactiveColor: {r: 0.23529412, g: 0.23529412, b: 0.23529412, a: 1} + disabledColor: {r: 0.764151, g: 0.32079923, b: 0.32079923, a: 1} duration: 1 + performedIndicator: {fileID: 4442569273011091735} + pressedIndicator: {fileID: 1254813625780045290} + label: {fileID: 4072204658071074964} --- !u!1 &5827664391383982697 GameObject: m_ObjectHideFlags: 0 @@ -172,4 +176,79 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 0 m_LineSpacing: 1 - m_Text: Indicator + m_Text: +--- !u!1 &8554363940581882067 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 4857538067602185801} + - component: {fileID: 1513442470749367355} + - component: {fileID: 1254813625780045290} + m_Layer: 5 + m_Name: Pressed + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!224 &4857538067602185801 +RectTransform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 8554363940581882067} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 1777307397533242038} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} + m_AnchorMin: {x: 0.5, y: 0.5} + m_AnchorMax: {x: 0.5, y: 0.5} + m_AnchoredPosition: {x: 0, y: -0.5} + m_SizeDelta: {x: 15, y: 15} + m_Pivot: {x: 0.5, y: 0.5} +--- !u!222 &1513442470749367355 +CanvasRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 8554363940581882067} + m_CullTransparentMesh: 1 +--- !u!114 &1254813625780045290 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 8554363940581882067} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Material: {fileID: 0} + m_Color: {r: 0.0023497343, g: 1, b: 0, a: 1} + m_RaycastTarget: 1 + m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} + m_Maskable: 1 + m_OnCullStateChanged: + m_PersistentCalls: + m_Calls: [] + m_Sprite: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0} + m_Type: 0 + m_PreserveAspect: 0 + m_FillCenter: 1 + m_FillMethod: 4 + m_FillAmount: 1 + m_FillClockwise: 1 + m_FillOrigin: 0 + m_UseSpriteMesh: 0 + m_PixelsPerUnitMultiplier: 1 diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index 2207bf38a8..4615a36d95 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -13,11 +13,11 @@ public class RebindUIGameManager : MonoBehaviour [Tooltip("The in-game menu object to be activated and deactivated when menu is toggled (Required).")] public GameObject menu; - [Tooltip("The gameplay actions to be disabled when exiting game mode and enabled when entering game mode (Required).")] - public InputActionAsset gameplayActions; + [Tooltip("The actions asset that holds Gameplay, Common and UI action maps to be used. (Required).")] + public InputActionAsset actions; - [Tooltip("The input action to be used to toggle menu (Required).")] - public InputActionReference toggleMenuAction; + //[Tooltip("The input action to be used to toggle menu (Required).")] + //public InputActionReference toggleMenuAction; [Tooltip("The gameplay manager responsible for managing gameplay.")] public GameplayManager gameplayManager; @@ -28,6 +28,15 @@ public class RebindUIGameManager : MonoBehaviour private GameState m_CurrentState = GameState.Initializing; private GameState m_NextState = GameState.Playing; + private InputActionMap gameplayActions; + private InputAction toggleMenuAction; + + private void Awake() + { + gameplayActions = actions.FindActionMap("Gameplay"); + toggleMenuAction = actions.FindAction("Common/Menu"); + } + /// /// Toggles between game state and rebinding menu state. /// @@ -62,12 +71,14 @@ private void OnToggleMenu(InputAction.CallbackContext obj) private void OnEnable() { - toggleMenuAction.action.performed += OnToggleMenu; + toggleMenuAction.performed += OnToggleMenu; + toggleMenuAction.Enable(); } private void OnDisable() { - toggleMenuAction.action.performed -= OnToggleMenu; + toggleMenuAction.performed -= OnToggleMenu; + toggleMenuAction.Disable(); } private void Update() @@ -86,6 +97,7 @@ private void Update() case GameState.Playing: gameplayActions.Enable(); gameplayManager.enabled = true; + gameUI.SetActive(true); menu.SetActive(false); break; @@ -95,9 +107,15 @@ private void Update() case GameState.RebindingMenu: gameplayActions.Disable(); gameplayManager.enabled = false; + gameUI.SetActive(false); - toggleMenuAction.action.Enable(); menu.SetActive(true); + + // Workaround: Make sure we always have a select game object since Unity UI might otherwise show + // without a selection which might prevent gamepad navigation. + var eventSystem = EventSystem.current; + if (eventSystem.currentSelectedGameObject == null) + eventSystem.SetSelectedGameObject(eventSystem.firstSelectedGameObject); break; } } diff --git a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions index 10077d4a8d..2cf39cb8ba 100644 --- a/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions +++ b/Assets/Samples/RebindingUI/RebindUISampleActions.inputactions @@ -216,6 +216,522 @@ "isPartOfComposite": false } ] + }, + { + "name": "UI", + "id": "bb7b93ae-50ab-411c-a3c8-ed4ec31ec58e", + "actions": [ + { + "name": "Navigate", + "type": "PassThrough", + "id": "0fe8899d-d364-41d5-8c43-44a00fa91acf", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Submit", + "type": "Button", + "id": "8ec7dbb1-6c41-4724-882d-aa2536e68aad", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Cancel", + "type": "Button", + "id": "003a8100-9d95-4a9b-b63c-a130bdd79050", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Point", + "type": "PassThrough", + "id": "5ac858e5-5e2b-4032-a063-9b4e984ee038", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Click", + "type": "PassThrough", + "id": "833d6b8b-7f89-4577-9073-b668f0597664", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "ScrollWheel", + "type": "PassThrough", + "id": "19833163-9e6d-4326-a4a2-abdc8244fad7", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "MiddleClick", + "type": "PassThrough", + "id": "042ad57c-03de-48ed-981e-60794ecf97f2", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "RightClick", + "type": "PassThrough", + "id": "78e8df5d-dd27-42a4-bcfc-ccb63635fb07", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "TrackedDevicePosition", + "type": "PassThrough", + "id": "991229cd-cd9f-4f0c-8d89-2ad8fda8b86b", + "expectedControlType": "Vector3", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "TrackedDeviceOrientation", + "type": "PassThrough", + "id": "cfd64206-bba8-4084-81e2-b32e69506d24", + "expectedControlType": "Quaternion", + "processors": "", + "interactions": "", + "initialStateCheck": false + } + ], + "bindings": [ + { + "name": "Gamepad", + "id": "356adf22-71ea-444a-8b76-d64f99fccbb8", + "path": "2DVector", + "interactions": "", + "processors": "", + "groups": "", + "action": "Navigate", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "ee708bf1-c672-43c8-9b5d-d4f25d22cafe", + "path": "/leftStick/up", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "up", + "id": "37f7e0cd-7a65-44c5-80db-015c3285c03c", + "path": "/rightStick/up", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "819b266e-535e-483d-886e-aaadd9e0e6cf", + "path": "/leftStick/down", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "82fc95ef-d374-474c-9164-5b26e000cd90", + "path": "/rightStick/down", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "a4ca203b-d258-4db3-825f-8179ff106a84", + "path": "/leftStick/left", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "958af24e-826a-4e34-9189-c3c4a2a29d96", + "path": "/rightStick/left", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "6319440f-5ae1-4d80-a949-abe1ffce4c7e", + "path": "/leftStick/right", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "901d6260-ae1e-4924-8b9d-c4709043bb58", + "path": "/rightStick/right", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "", + "id": "e97f0c3a-2e07-4fca-9fd5-73d300e5851c", + "path": "/dpad", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "Joystick", + "id": "6b09f700-9bcf-4c15-843a-ec3eab3d668d", + "path": "2DVector", + "interactions": "", + "processors": "", + "groups": "", + "action": "Navigate", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "16c61af5-a401-462b-8017-d55e16d2b369", + "path": "/stick/up", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "af0e4197-3922-4412-b6a4-e6033e90ca4e", + "path": "/stick/down", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "ffe33cd0-7c22-4c05-9807-bebdb4a7ee3c", + "path": "/stick/left", + "interactions": "", + "processors": "", + "groups": "Joystick", 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type: 3} m_OnPerformed: m_PersistentCalls: m_Calls: @@ -2559,15 +2552,13 @@ PrefabInstance: - target: {fileID: 4072204658071074964, guid: 0648a5c163cef41038b804a34b4b80e7, type: 3} propertyPath: m_Text - value: 'Scroll - -' + value: Cancel objectReference: {fileID: 0} - target: {fileID: 8586258032687207620, guid: 0648a5c163cef41038b804a34b4b80e7, type: 3} propertyPath: action value: - objectReference: {fileID: 273729934076485498, guid: 100b460020a15704692cc0ec34331d8a, + objectReference: {fileID: -5236070842925329707, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} m_RemovedComponents: [] m_RemovedGameObjects: [] @@ -2614,27 +2605,27 @@ MonoBehaviour: m_MoveRepeatDelay: 0.5 m_MoveRepeatRate: 0.1 m_XRTrackingOrigin: {fileID: 0} - m_ActionsAsset: {fileID: -944628639613478452, guid: ca9f5fa95ffab41fb9a615ab714db018, + m_ActionsAsset: {fileID: -944628639613478452, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} - m_PointAction: {fileID: 1054132383583890850, guid: 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propertyPath: action value: - objectReference: {fileID: -4334443723673744087, guid: 100b460020a15704692cc0ec34331d8a, + objectReference: {fileID: -1759990180155748471, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} m_RemovedComponents: [] m_RemovedGameObjects: [] @@ -6022,7 +6013,7 @@ PrefabInstance: type: 3} propertyPath: action value: - objectReference: {fileID: 273729934076485498, guid: 100b460020a15704692cc0ec34331d8a, + objectReference: {fileID: 2606659438429624211, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} m_RemovedComponents: [] m_RemovedGameObjects: [] @@ -6873,20 +6864,13 @@ PrefabInstance: - target: {fileID: 4072204658071074964, guid: 0648a5c163cef41038b804a34b4b80e7, type: 3} propertyPath: m_Text - value: 'Navigate - -' - objectReference: {fileID: 0} - - target: {fileID: 4072204658071074964, guid: 0648a5c163cef41038b804a34b4b80e7, - type: 3} - propertyPath: m_FontData.m_FontSize - value: 14 + value: Navigate objectReference: {fileID: 0} - target: {fileID: 8586258032687207620, guid: 0648a5c163cef41038b804a34b4b80e7, type: 3} propertyPath: action value: - objectReference: {fileID: -64187129634329061, guid: 100b460020a15704692cc0ec34331d8a, + objectReference: {fileID: 139695247442476359, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} m_RemovedComponents: [] m_RemovedGameObjects: [] From 96508f678b763c5dab897ed123cce4f3b8f67f3c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Wed, 2 Jul 2025 23:17:09 +0200 Subject: [PATCH 78/85] Undo addition of suppress non-matching events feature since its not really needed. --- .../Actions/InputActionRebindingExtensions.cs | 32 +------------------ 1 file changed, 1 insertion(+), 31 deletions(-) diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 7b443c9f8e..8e88627a3b 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -1575,33 +1575,6 @@ public RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true) return this; } - /// - /// Prevent all input events that have no input matching the rebind operation's configuration from reaching - /// its target < - /// - /// If true (default) suppression is enabled, if false suppression is disabled. - /// The same RebindingOperation instance. - /// - /// This is similar to but determines how to treat - /// non-matching input events. - /// - /// Use this setting to suppress any input coming from controls that do not match the rebind target type. - /// For example, if the rebinding process is timed and do not show UI while rebinding, it might be desirable - /// to suppress e.g. UI input binding actions from triggering while waiting for input to bind. - /// - /// See for how this configuration relates to suppressing - /// actions during rebind. - /// - public RebindingOperation WithNonMatchingEventsBeingSuppressed(bool value = true) - { - ThrowIfRebindInProgress(); - if (value) - m_Flags |= Flags.SuppressNonMatchingEvents; - else - m_Flags &= ~Flags.SuppressNonMatchingEvents; - return this; - } - /// /// Set the control path that is matched against actuated controls. /// @@ -2492,8 +2465,6 @@ private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device) // will skip further processing of the event. if (suppressEvent && (m_Flags & Flags.SuppressMatchingEvents) != 0) eventPtr.handled = true; - else if ((m_Flags & Flags.SuppressNonMatchingEvents) != 0) - eventPtr.handled = true; if (haveChangedCandidates && !canceled) { @@ -2759,8 +2730,7 @@ private enum Flags DontIgnoreNoisyControls = 1 << 6, DontGeneralizePathOfSelectedControl = 1 << 7, AddNewBinding = 1 << 8, - SuppressMatchingEvents = 1 << 9, - SuppressNonMatchingEvents = 1 << 10, + SuppressMatchingEvents = 1 << 9 } } From 86a1a3572de5f311069080cd6cda426d1469c156 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 3 Jul 2025 09:18:56 +0200 Subject: [PATCH 79/85] Decreased rebinding timeout to 6 seconds --- .../RebindingUI/RebindingUISampleScene.unity | 20 +++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 9071ba0887..02aa20ed84 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -647,7 +647,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -1319,7 +1319,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -2391,7 +2391,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -2934,7 +2934,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -3121,7 +3121,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -3793,7 +3793,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -4215,7 +4215,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -4792,7 +4792,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -7180,7 +7180,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} @@ -8014,7 +8014,7 @@ PrefabInstance: - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_RebindTimeout - value: 10 + value: 6 objectReference: {fileID: 0} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} From 8816429b5995c059e161d4407be5b6c7c366a214 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 3 Jul 2025 09:30:31 +0200 Subject: [PATCH 80/85] Fix: Improved the fix to the main issue that this branch addresses so that button submit events also work consistently --- Assets/Samples/RebindingUI/RebindActionUI.cs | 2 +- Assets/Tests/InputSystem/CoreTests_Events.cs | 59 ++++++++++++++----- .../InputSystem/Actions/InputAction.cs | 4 +- .../Actions/InputActionRebindingExtensions.cs | 35 ++++++----- .../InputSystem/Actions/InputActionState.cs | 51 +++++++++------- .../Events/InputEventHandledPolicy.cs | 5 +- .../InputSystem/InputManager.cs | 4 +- 7 files changed, 102 insertions(+), 58 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index e227daf49c..7a48a2edf1 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -322,7 +322,7 @@ void CleanUp() // Since this sample has no interactable UI during rebinding we also want to suppress non-matching events. //.WithNonMatchingEventsBeingSuppressed() // We want device state to update but not actions firing during rebinding. - .WithActionsBeingSuppressed() + .WithActionEventNotificationsBeingSuppressed() // We use a timeout to illustrate that its possible to skip cancel buttons and let rebind timeout. .WithTimeout(m_RebindTimeout) .OnComplete( diff --git a/Assets/Tests/InputSystem/CoreTests_Events.cs b/Assets/Tests/InputSystem/CoreTests_Events.cs index a222a821d9..bf504f2274 100644 --- a/Assets/Tests/InputSystem/CoreTests_Events.cs +++ b/Assets/Tests/InputSystem/CoreTests_Events.cs @@ -1224,8 +1224,8 @@ public void EventHandledPolicy_ShouldReflectUserSetting() Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); // Assert policy can be changed - InputSystem.s_Manager.inputEventHandledPolicy = InputEventHandledPolicy.SuppressActionUpdates; - Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressActionUpdates)); + InputSystem.s_Manager.inputEventHandledPolicy = InputEventHandledPolicy.SuppressActionEventNotifications; + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressActionEventNotifications)); // Assert policy can be changed back InputSystem.s_Manager.inputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; @@ -1245,27 +1245,37 @@ class SuppressedActionEventData public int CanceledCount; } - // Note that each element in the expected value arrays correspond to accumulated count per test step. + // Note that each element in the expected value arrays correspond to accumulated count per test step, in summary: + // Step 0: Initialize state + // Step 1: Press gamepad north and stick (Event marked handled) + // Step 2: Periodic state update/reading without changes (north and stick still actuated) + // Step 3: Release button north and stick while no longer being suppressed. + // Step 4: Press gamepad north and stick. + + // Press event is detected in step 2 (false positive) with default interaction [TestCase(InputEventHandledPolicy.SuppressStateUpdates, // policy null, // interactions new int[] { 0, 0, 1, 1, 2}, // started new int[] { 0, 0, 1, 1, 2}, // performed new int[] {0, 0, 0, 1, 1})] // cancelled - [TestCase(InputEventHandledPolicy.SuppressActionUpdates, + // Press event is not detected in step 1/2 with default interaction + [TestCase(InputEventHandledPolicy.SuppressActionEventNotifications, null, new int[] { 0, 0, 0, 0, 1}, new int[] { 0, 0, 0, 0, 1}, - new int[] {0, 0, 0, 0, 0})] + new int[] {0, 0, 0, 1, 1})] + // Press event is detected in step 2 (false positive) with explicit press interaction [TestCase(InputEventHandledPolicy.SuppressStateUpdates, "press", new int[] { 0, 0, 1, 1, 2}, new int[] { 0, 0, 1, 1, 2}, new int[] {0, 0, 0, 1, 1})] - [TestCase(InputEventHandledPolicy.SuppressActionUpdates, + // Press event is not detected in step 1/2 (false positive) with explicit press interaction + [TestCase(InputEventHandledPolicy.SuppressActionEventNotifications, "press", new int[] { 0, 0, 0, 0, 1}, new int[] { 0, 0, 0, 0, 1}, - new int[] {0, 0, 0, 0, 0})] + new int[] {0, 0, 0, 1, 1})] [Category("Events")] [Description("ISXB-1524, ISXB-1396 Events suppressed has side-effects on actions")] public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransition( @@ -1274,6 +1284,7 @@ public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransit { // Update setting to match desired scenario InputSystem.s_Manager.inputEventHandledPolicy = policy; + var seesControlChangesUnderSuppression = policy == InputEventHandledPolicy.SuppressActionEventNotifications; // Use a boxed boolean to allow lambda to capture reference. var data = new SuppressedActionEventData(); @@ -1296,7 +1307,7 @@ public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransit action.performed += _ => ++ data.PerformedCount; action.canceled += _ => ++ data.CanceledCount; - // Ensure state is updated/initialized + // Step 0: Ensure state is updated/initialized InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.01f, 0.0f) }); InputSystem.Update(); Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[0])); @@ -1307,9 +1318,12 @@ public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransit Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); var releasedThisFrame = expectedCancelled[0] != 0; Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); - // TODO Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.False); <-- TODO Needs separate handling, just suppress? + Assert.That(action.IsPressed, Is.False); // Note: This is not an event and hence not suppressed + + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.False); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.False); - // Press button north and left stick with event suppression active + // Step 1: Press button north and left stick with event suppression active data.MarkNextEventHandled = true; InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(1.00f, 0.01f) } .WithButton(GamepadButton.North)); @@ -1322,9 +1336,12 @@ public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransit Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); releasedThisFrame = expectedCancelled[1] - expectedCancelled[0] > 0; Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); - // TODO Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(expectedPerformed[1] - expectedPerformed[0] > 0)); + Assert.That(action.IsPressed, Is.EqualTo(seesControlChangesUnderSuppression)); // Note: This is not an event and hence not suppressed - // Simulate a periodic reading (e.g. driven by noise or irrelevant control), this will trigger performed count. + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(seesControlChangesUnderSuppression)); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.False); + + // Step 2: Simulate a periodic reading (e.g. driven by noise or irrelevant control), this will trigger performed count. // Note that for SuppressStateUpdates (default), this would trigger a state change since North button // transitions from 0 to 1 which is considered a press. data.MarkNextEventHandled = false; @@ -1339,9 +1356,12 @@ public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransit Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); releasedThisFrame = expectedCancelled[2] - expectedCancelled[1] > 0; Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); - // TODO Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(expectedPerformed[2] - expectedPerformed[1] > 0)); + Assert.That(action.IsPressed, Is.True); // Note: This is not an event and hence not suppressed + + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(!seesControlChangesUnderSuppression)); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.False); - // Release button north and stick while no longer being suppressed. This may result in a release if + // Step 3: Release button north and stick while no longer being suppressed. This may result in a release if // previous event was completely ignored without updating interaction state. InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.00f, 0.01f) }); InputSystem.Update(); @@ -1353,9 +1373,12 @@ public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransit Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); releasedThisFrame = expectedCancelled[3] - expectedCancelled[2] > 0; Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); - // TODO Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(expectedPerformed[3] - expectedPerformed[2] > 0)); + Assert.That(action.IsPressed, Is.False); // Note: This is not an event and hence not suppressed - // Press button north and stick again while not being suppressed. + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.False); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.True); + + // Step 4: Press button north and stick again while not being suppressed. InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.99f, 0.00f) } .WithButton(GamepadButton.North)); InputSystem.Update(); @@ -1367,6 +1390,10 @@ public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransit Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); releasedThisFrame = expectedCancelled[4] - expectedCancelled[3] > 0; Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + Assert.That(action.IsPressed, Is.True); // Note: This is not an event and hence not suppressed + + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.True); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.False); } [StructLayout(LayoutKind.Explicit, Size = 2)] diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs index 5447f0f4c2..bd03d16565 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs @@ -1259,7 +1259,7 @@ private int ExpectedFrame() public unsafe bool WasPressedThisFrame() { var state = GetOrCreateActionMap().m_State; - if (state != null) + if (state != null && !state.isSuppressed) { var actionStatePtr = &state.actionStates[m_ActionIndexInState]; var currentUpdateStep = InputUpdate.s_UpdateStepCount; @@ -1448,7 +1448,7 @@ public unsafe bool WasPerformedThisFrame() { var state = GetOrCreateActionMap().m_State; - if (state != null) + if (state != null && !state.isSuppressed) { var actionStatePtr = &state.actionStates[m_ActionIndexInState]; var currentUpdateStep = InputUpdate.s_UpdateStepCount; diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 8e88627a3b..1f408105ab 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -1562,7 +1562,7 @@ public RebindingOperation WithAction(InputAction action) /// click input should come through. For this reason, input from controls matching /// is still let through. /// - /// See for how this configuration relates to suppressing + /// See for how this configuration relates to suppressing /// actions during rebind. /// public RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true) @@ -2088,32 +2088,37 @@ public RebindingOperation OnMatchWaitForAnother(float seconds) } /// - /// Ensures state changes are allowed to propagate during rebinding but suppresses action updates - /// to prevent unexpected actions triggering as soon as rebinding ends (event suppression stops). + /// Ensures state changes are allowed to propagate during rebinding but suppresses action event + /// notifications to prevent unexpected actions triggering as soon as rebinding ends + /// (event suppression stops). /// - /// If true disables action propagation, if false enables action propagation. + /// If true, disables action event notifications for changes driven by handled events + /// during rebinding, if false this feature is disabled. /// /// If events are suppressed during rebinding using - /// and/or without suppressing action propagation, - /// events will not update their associated device state. This may lead to unexpected actions triggering - /// as soon as rebinding completes (event suppression stops), due to missed state transitions. - /// Action propagation resumes to normal as soon as rebinding operation completes or cancels. + /// without suppressing action event notifications, events will not update their associated device state + /// and be suppressed earlier in the processing chain. This may lead to unexpected actions triggering + /// as soon as rebinding completes (event suppression stops), due to missed recording of state transitions. + /// Action event notification resumes to normal as soon as rebinding operation completes or cancels. /// /// When this configuration is active, any events suppressed via - /// and/or - /// will still be allowed to update their associated - /// device state but will not propagate into action interaction updates which could cause undesirable - /// triggering of actions caused by the difference between device state prior to rebinding and after - /// rebinding. + /// will still be allowed to update their associated + /// device state but will not propagate into action interaction event notifications which could cause + /// undesirable triggering of actions caused by the difference between device state prior to rebinding + /// and after rebinding. /// /// Note that if event suppression is not active, this setting will have no effect. + /// + /// In addition to interaction event notifications, the following APIs will also return false when the + /// action reflects a state subject for suppression: , + /// , . /// /// Reference to this rebinding operation. - public RebindingOperation WithActionsBeingSuppressed(bool value = true) + public RebindingOperation WithActionEventNotificationsBeingSuppressed(bool value = true) { ThrowIfRebindInProgress(); m_TargetInputEventHandledPolicy = value - ? InputEventHandledPolicy.SuppressActionUpdates + ? InputEventHandledPolicy.SuppressActionEventNotifications : InputEventHandledPolicy.SuppressStateUpdates; return this; } diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index 140401489b..ba399fb52b 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -121,6 +121,7 @@ internal unsafe class InputActionState : IInputStateChangeMonitor, ICloneable, I private bool m_OnBeforeUpdateHooked; private bool m_OnAfterUpdateHooked; private bool m_InProcessControlStateChange; + private bool m_Suppressed; private InputEventPtr m_CurrentlyProcessingThisEvent; private Action m_OnBeforeUpdateDelegate; private Action m_OnAfterUpdateDelegate; @@ -367,6 +368,11 @@ private bool CanUseDevice(InputDevice device) return false; } + /// + /// Check whether the state is currently reflecting a suppressed state. + /// + public bool isSuppressed => m_Suppressed; + /// /// Check whether the state has any actions that are currently enabled. /// @@ -1519,9 +1525,9 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi } } - // Check if we should suppress interaction processing - var suppressActionProcessing = (eventPtr != null) && eventPtr.handled && - InputSystem.s_Manager.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionUpdates; + // Check if we should suppress interaction processing notifications + m_Suppressed = (eventPtr != null) && eventPtr.handled && + InputSystem.s_Manager.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionEventNotifications; // Check if we have multiple concurrent actuations on the same action. This may lead us // to ignore certain inputs (e.g. when we get an input of lesser magnitude while already having @@ -1532,7 +1538,7 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi bindingStatePtr = &bindingStates[trigger.bindingIndex]; // IsConflictingInput may switch us to a different binding. // Process button presses/releases. - if (!isConflictingInput && !suppressActionProcessing) + if (!isConflictingInput) ProcessButtonState(ref trigger, actionIndex, bindingStatePtr); // If we have interactions, let them do all the processing. The presence of an interaction @@ -1540,13 +1546,11 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi var interactionCount = bindingStatePtr->interactionCount; if (interactionCount > 0 && !bindingStatePtr->isPartOfComposite) { - if (!suppressActionProcessing) - ProcessInteractions(ref trigger, bindingStatePtr->interactionStartIndex, interactionCount); + ProcessInteractions(ref trigger, bindingStatePtr->interactionStartIndex, interactionCount); } else if (!haveInteractionsOnComposite && !isConflictingInput) { - if (!suppressActionProcessing) // <-- This solves it for default interaction - ProcessDefaultInteraction(ref trigger, actionIndex); + ProcessDefaultInteraction(ref trigger, actionIndex); } } finally @@ -1574,7 +1578,6 @@ private void ProcessButtonState(ref TriggerState trigger, int actionIndex, Bindi if (controlActuation <= pressPoint * ButtonControl.s_GlobalDefaultButtonReleaseThreshold) bindingStatePtr->pressTime = 0d; - // TODO Point of interest (polled events) var actuation = trigger.magnitude; var actionState = &actionStates[actionIndex]; if (!actionState->isPressed && actuation >= pressPoint) @@ -1949,7 +1952,7 @@ private void ProcessDefaultInteraction(ref TriggerState trigger, int actionIndex var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint; if (actuation >= threshold) { - // CALLBACK HERE! + // TODO CALLBACK HERE! ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Performed); } @@ -2367,8 +2370,8 @@ private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState tri // Ignore if action is disabled. var actionState = &actionStates[actionIndex]; - if (actionState->isDisabled /*|| InputSystem.s_Manager.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionUpdates*/) - return true; // <--- Could be relevant + if (actionState->isDisabled) + return true; // We mark the action as in-processing while we execute its phase transitions and perform // callbacks. The callbacks may alter system state such that the action may get disabled @@ -2408,7 +2411,6 @@ private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState tri } else if (actionState->phase != newPhase || newPhase == InputActionPhase.Performed) // We allow Performed to trigger repeatedly. { - // CALLBACK HERE! ChangePhaseOfActionInternal(actionIndex, actionState, newPhase, ref trigger, isDisablingAction: newPhase == InputActionPhase.Canceled && phaseAfterPerformedOrCanceled == InputActionPhase.Disabled); if (!actionState->inProcessing) @@ -2434,7 +2436,8 @@ private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState tri return true; } - private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionState, InputActionPhase newPhase, ref TriggerState trigger, bool isDisablingAction = false) + private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionState, InputActionPhase newPhase, + ref TriggerState trigger, bool isDisablingAction = false) { Debug.Assert(trigger.mapIndex == actionState->mapIndex, "Map index on trigger does not correspond to map index of trigger state"); @@ -2503,15 +2506,17 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt newState.startTime = newState.time; *actionState = newState; - //if (InputSystem.inputEventHandledPolicy == InputEventHandledPolicy.SuppressNotifications) - // return; - // Let listeners know. var map = maps[trigger.mapIndex]; Debug.Assert(actionIndex >= mapIndices[trigger.mapIndex].actionStartIndex, "actionIndex is below actionStartIndex for map that the action belongs to"); var action = map.m_Actions[actionIndex - mapIndices[trigger.mapIndex].actionStartIndex]; trigger.phase = newPhase; + + // Early out if suppressed + if (m_Suppressed) + return; + switch (newPhase) { case InputActionPhase.Started: @@ -2524,7 +2529,6 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt case InputActionPhase.Performed: { Debug.Assert(trigger.controlIndex != -1, "Must have control to perform an action"); - // CALLBACK HERE CallActionListeners(actionIndex, map, newPhase, ref action.m_OnPerformed, "performed"); break; } @@ -2538,7 +2542,8 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt } } - private void CallActionListeners(int actionIndex, InputActionMap actionMap, InputActionPhase phase, ref CallbackArray listeners, string callbackName) + private void CallActionListeners(int actionIndex, InputActionMap actionMap, InputActionPhase phase, + ref CallbackArray listeners, string callbackName) { // If there's no listeners, don't bother with anything else. var callbacksOnMap = actionMap.m_ActionCallbacks; @@ -2553,6 +2558,13 @@ private void CallActionListeners(int actionIndex, InputActionMap actionMap, Inpu k_InputActionCallbackMarker.Begin(); + // Early return in case of suppressed action notifications. + if (m_Suppressed) + { + k_InputActionCallbackMarker.End(); + return; + } + // Global callback goes first. var action = context.action; if (s_GlobalState.onActionChange.length > 0) @@ -2578,7 +2590,6 @@ private void CallActionListeners(int actionIndex, InputActionMap actionMap, Inpu } // Run callbacks (if any) directly on action. - // CALLBACK INVOKED HERE DelegateHelpers.InvokeCallbacksSafe(ref listeners, context, callbackName, action); // Run callbacks (if any) on action map. diff --git a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs index 8e185b8496..fc36bd1805 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs @@ -12,8 +12,9 @@ internal enum InputEventHandledPolicy SuppressStateUpdates, /// - /// Input events will be processed for state updates but will not trigger interaction nor phase updates. + /// Input events will be processed for state updates and input action interaction updates but interaction + /// event notifications will be suppressed. /// - SuppressActionUpdates + SuppressActionEventNotifications } } diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 295763d352..621bd73092 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -222,7 +222,7 @@ public float pollingFrequency /// may trigger new unexpected events since they may trigger state changes due to monitoring instances not /// seeing previous changes. /// - /// The setting will instead allow state change + /// The setting will instead allow state change /// propagation to happen, including updating interaction state, but will instead suppress any associated /// notifications. /// @@ -235,7 +235,7 @@ internal InputEventHandledPolicy inputEventHandledPolicy { switch (value) { - case InputEventHandledPolicy.SuppressActionUpdates: + case InputEventHandledPolicy.SuppressActionEventNotifications: case InputEventHandledPolicy.SuppressStateUpdates: m_InputEventHandledPolicy = value; break; From 53104a1e59dc0cc9c59218373c79a2f16e52a7f6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 3 Jul 2025 12:10:03 +0200 Subject: [PATCH 81/85] Removed unused properties and added sensitivity constants that can later be converted into settings. --- .../Samples/RebindingUI/Game/PlayerController.cs | 15 ++++++--------- 1 file changed, 6 insertions(+), 9 deletions(-) diff --git a/Assets/Samples/RebindingUI/Game/PlayerController.cs b/Assets/Samples/RebindingUI/Game/PlayerController.cs index ffbf405891..ffc0621a42 100644 --- a/Assets/Samples/RebindingUI/Game/PlayerController.cs +++ b/Assets/Samples/RebindingUI/Game/PlayerController.cs @@ -23,14 +23,6 @@ public class PlayerController : MonoBehaviour [Tooltip("The move action, must generate Button value")] public InputActionReference change; - [Header("Color Output")] - [Tooltip("The device color output frequency (Hz)")] - public float colorOutputFrequency = 10.0f; - - [Header("Force Feedback Output")] - [Tooltip("The device rumble output frequency (Hz)")] - public float rumbleOutputFrequency = 10.0f; - [Tooltip("Feedback controller handling device feedback")] public FeedbackController feedbackController; @@ -41,6 +33,9 @@ public class PlayerController : MonoBehaviour // Required player reference private Player m_Player; + private const float kMouseSensitivity = 0.5f; + private const float kGamepadSensitivity = 1.0f; + private void Awake() { // Get required player instance @@ -104,7 +99,9 @@ private void Update() feedbackController?.RecordRecentDeviceFromAction(look); var timeInvariant = (look.action.activeControl is DeltaControl); - var scale = timeInvariant ? 1.0f : Time.deltaTime * 300.0f; + var scale = timeInvariant ? + 1.0f * kMouseSensitivity : + Time.deltaTime * 300.0f * kGamepadSensitivity; var angle = lookValue.x * -1.0f * scale; m_Player.Rotate(angle); } From 43829dad4624d3fc51d13d4303467959de153916 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 3 Jul 2025 12:12:11 +0200 Subject: [PATCH 82/85] Fixed typo "something" --- Assets/Samples/RebindingUI/RebindingUISampleScene.unity | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 02aa20ed84..4cbdb0cfa2 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -5175,7 +5175,7 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 1 m_LineSpacing: 1 - m_Text: It is up to you whether to do somthing like e.g. WASD as a single composite + m_Text: It is up to you whether to do something like e.g. WASD as a single composite like to the right (in which case the individual parts will get assigned one after the other) or as four separate partial bindings. --- !u!222 &1237134520 From 5d40eb455ac35c725eaf6c8b6263f2704c8bd0f7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Thu, 3 Jul 2025 12:23:27 +0200 Subject: [PATCH 83/85] Made a setting to enable/disable UI actions during gameplay. It defaults to true but is currently set to false for the sample. --- Assets/Samples/RebindingUI/RebindUIGameManager.cs | 12 ++++++++++-- .../Samples/RebindingUI/RebindingUISampleScene.unity | 1 + 2 files changed, 11 insertions(+), 2 deletions(-) diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs index 4615a36d95..e2edd797af 100644 --- a/Assets/Samples/RebindingUI/RebindUIGameManager.cs +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -16,8 +16,8 @@ public class RebindUIGameManager : MonoBehaviour [Tooltip("The actions asset that holds Gameplay, Common and UI action maps to be used. (Required).")] public InputActionAsset actions; - //[Tooltip("The input action to be used to toggle menu (Required).")] - //public InputActionReference toggleMenuAction; + [Tooltip("Whether UI actions should be disabled during gameplay.")] + public bool enableUIActionsDuringGameplay = true; [Tooltip("The gameplay manager responsible for managing gameplay.")] public GameplayManager gameplayManager; @@ -29,11 +29,13 @@ public class RebindUIGameManager : MonoBehaviour private GameState m_NextState = GameState.Playing; private InputActionMap gameplayActions; + private InputActionMap uiActions; private InputAction toggleMenuAction; private void Awake() { gameplayActions = actions.FindActionMap("Gameplay"); + uiActions = actions.FindActionMap("UI"); toggleMenuAction = actions.FindAction("Common/Menu"); } @@ -97,6 +99,10 @@ private void Update() case GameState.Playing: gameplayActions.Enable(); gameplayManager.enabled = true; + if (enableUIActionsDuringGameplay) + uiActions.Enable(); + else + uiActions.Disable(); gameUI.SetActive(true); menu.SetActive(false); @@ -107,6 +113,8 @@ private void Update() case GameState.RebindingMenu: gameplayActions.Disable(); gameplayManager.enabled = false; + if (!enableUIActionsDuringGameplay) + uiActions.Enable(); gameUI.SetActive(false); menu.SetActive(true); diff --git a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity index 4cbdb0cfa2..396827ae9c 100644 --- a/Assets/Samples/RebindingUI/RebindingUISampleScene.unity +++ b/Assets/Samples/RebindingUI/RebindingUISampleScene.unity @@ -441,6 +441,7 @@ MonoBehaviour: m_EditorClassIdentifier: menu: {fileID: 508436405} actions: {fileID: -944628639613478452, guid: 7dead05c54ca85b4681351aafd8bd03a, type: 3} + enableUIActionsDuringGameplay: 0 gameplayManager: {fileID: 51853247} gameUI: {fileID: 5139312} --- !u!114 &51853246 From 9e5c31c8ac3bd646c68c0a971988bcb8e2f9db65 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?H=C3=A5kan=20Sidenvall?= Date: Thu, 3 Jul 2025 17:51:41 +0200 Subject: [PATCH 84/85] Code cleanup and simplification after reviewing all code on the branch --- .../RebindingUI/CanvasGroupModifier.cs | 4 ++-- Assets/Samples/RebindingUI/Game/Enemy.cs | 2 +- Assets/Samples/RebindingUI/Game/Explosion.cs | 4 ++-- Assets/Samples/RebindingUI/Game/Message.cs | 21 +++++++++++++++---- .../RebindingUI/Game/PlayerController.cs | 8 ++++--- .../Samples/RebindingUI/InvokeUnityEvent.cs | 3 +++ Assets/Samples/RebindingUI/README.md | 4 +++- .../InputSystem/Actions/InputActionState.cs | 11 +--------- 8 files changed, 34 insertions(+), 23 deletions(-) diff --git a/Assets/Samples/RebindingUI/CanvasGroupModifier.cs b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs index bec83ac8fd..8f7174d003 100644 --- a/Assets/Samples/RebindingUI/CanvasGroupModifier.cs +++ b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs @@ -16,7 +16,7 @@ public class CanvasGroupModifier : MonoBehaviour private bool m_SavedInteractable; private GameObject m_SelectedObject; - void OnEnable() + private void OnEnable() { if (canvasGroup != null) { @@ -29,7 +29,7 @@ void OnEnable() } } - void OnDisable() + private void OnDisable() { if (canvasGroup != null) { diff --git a/Assets/Samples/RebindingUI/Game/Enemy.cs b/Assets/Samples/RebindingUI/Game/Enemy.cs index c5089bb73d..c3a73f5352 100644 --- a/Assets/Samples/RebindingUI/Game/Enemy.cs +++ b/Assets/Samples/RebindingUI/Game/Enemy.cs @@ -40,7 +40,7 @@ private void OnCollisionEnter(Collision other) } // Update is called once per frame - void Update() + private void Update() { // Animate rotation if (animationTarget) diff --git a/Assets/Samples/RebindingUI/Game/Explosion.cs b/Assets/Samples/RebindingUI/Game/Explosion.cs index af5f3ddc9b..531637aa2b 100644 --- a/Assets/Samples/RebindingUI/Game/Explosion.cs +++ b/Assets/Samples/RebindingUI/Game/Explosion.cs @@ -8,7 +8,7 @@ public class Explosion : MonoBehaviour private bool m_Exploded; private bool m_Destroyed; - void Awake() + private void Awake() { m_ParticleSystem = GetComponent(); m_Rigidbodies = gameObject.GetComponentsInChildren(); @@ -25,7 +25,7 @@ private void OnDisable() m_ParticleSystem.Stop(); } - void Update() + private void Update() { if (!m_ParticleSystem.isPlaying && !m_Destroyed) { diff --git a/Assets/Samples/RebindingUI/Game/Message.cs b/Assets/Samples/RebindingUI/Game/Message.cs index 4658741010..8aa2aa8539 100644 --- a/Assets/Samples/RebindingUI/Game/Message.cs +++ b/Assets/Samples/RebindingUI/Game/Message.cs @@ -4,31 +4,44 @@ namespace UnityEngine.InputSystem.Samples.RebindUI { + /// + /// A UI to show messages reflecting changes to gameplay state. + /// public class Message : MonoBehaviour { + [Tooltip("The associated gameplay manager.")] public GameplayManager gameplayManager; + + [Tooltip("The associated UI root to hide/show.")] public GameObject root; + + [Tooltip("The associated UI text to be altered to show messages.")] public Text text; + private Action m_TimeoutCallback; private void OnEnable() { + // Monitor changes to gameplay state and game pause state. gameplayManager.GameplayStateChanged += OnGameplayStateChanged; gameplayManager.PauseChanged += OnPauseChanged; - OnGameplayStateChanged(gameplayManager.state); - } - private void OnPauseChanged(bool paused) - { + // Initialize OnGameplayStateChanged(gameplayManager.state); } private void OnDisable() { + // Unsubscribe from monitoring gameplay and pause state. gameplayManager.GameplayStateChanged += OnGameplayStateChanged; gameplayManager.PauseChanged -= OnPauseChanged; } + private void OnPauseChanged(bool paused) + { + OnGameplayStateChanged(gameplayManager.state); + } + private void Hide() { root.SetActive(false); diff --git a/Assets/Samples/RebindingUI/Game/PlayerController.cs b/Assets/Samples/RebindingUI/Game/PlayerController.cs index ffc0621a42..25dd4355fb 100644 --- a/Assets/Samples/RebindingUI/Game/PlayerController.cs +++ b/Assets/Samples/RebindingUI/Game/PlayerController.cs @@ -13,13 +13,15 @@ namespace UnityEngine.InputSystem.Samples.RebindUI [DefaultExecutionOrder(-1)] // We need this to run before Player to avoid potential additional latency public class PlayerController : MonoBehaviour { - [Header("Input Action Bindings")] [Tooltip("The move action, must generate Vector2")] public InputActionReference move; + [Tooltip("The move action, must generate Vector2")] public InputActionReference look; + [Tooltip("The move action, must generate Button value")] public InputActionReference fire; + [Tooltip("The move action, must generate Button value")] public InputActionReference change; @@ -33,7 +35,7 @@ public class PlayerController : MonoBehaviour // Required player reference private Player m_Player; - private const float kMouseSensitivity = 0.5f; + private const float kMouseSensitivity = 0.4f; private const float kGamepadSensitivity = 1.0f; private void Awake() @@ -98,7 +100,7 @@ private void Update() if (lookValue.sqrMagnitude > 0.05f) feedbackController?.RecordRecentDeviceFromAction(look); - var timeInvariant = (look.action.activeControl is DeltaControl); + var timeInvariant = look.action.activeControl is DeltaControl; var scale = timeInvariant ? 1.0f * kMouseSensitivity : Time.deltaTime * 300.0f * kGamepadSensitivity; diff --git a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs index cecba169f0..3e5cfdeb2c 100644 --- a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs +++ b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs @@ -38,6 +38,9 @@ public InputActionReference action } } + /// + /// Access or set the Unity event to be triggered when the action is performed. + /// public UnityEvent onPerformed { get => m_OnPerformed; diff --git a/Assets/Samples/RebindingUI/README.md b/Assets/Samples/RebindingUI/README.md index dd71f2185b..373291438f 100644 --- a/Assets/Samples/RebindingUI/README.md +++ b/Assets/Samples/RebindingUI/README.md @@ -1,6 +1,8 @@ This sample demonstrates how to use the Input System APIs to set up a rebinding UI. The main file is [RebindActionUI](./RebindActionUI.cs) which, aside from serving as an example, contains a reusable `MonoBehaviour` component for composing rebinding UIs. The [RebindUIPrefab](./RebindUIPrefab.prefab) contains a ready-made prefab that can be used as a simple drop-in setup for rebinding an individual action. - To demonstrate how to use images instead of textual display strings, take a look at [GamepadIconsExample](./GamepadIconsExample.cs). +To demonstrate how to use images instead of textual display strings, take a look at [GamepadIconsExample](./GamepadIconsExample.cs). + +To demonstrate how to show dynamic texts based on input action bindings, see [ActionLabel](./ActionLabel.cs). Finally, the [RebindSaveLoad](./RebindSaveLoad.cs) script demonstrates how to persist user rebinds in `PlayerPrefs` and how to restore them from there. diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index ba399fb52b..7bbb6b9fef 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -1354,7 +1354,6 @@ void IInputStateChangeMonitor.NotifyControlStateChanged(InputControl control, do #endif SplitUpMapAndControlAndBindingIndex(mapControlAndBindingIndex, out var mapIndex, out var controlIndex, out var bindingIndex); - // CALLBACK HERE ProcessControlStateChange(mapIndex, controlIndex, bindingIndex, time, eventPtr); } @@ -1952,7 +1951,6 @@ private void ProcessDefaultInteraction(ref TriggerState trigger, int actionIndex var threshold = controls[trigger.controlIndex] is ButtonControl button ? button.pressPointOrDefault : ButtonControl.s_GlobalDefaultButtonPressPoint; if (actuation >= threshold) { - // TODO CALLBACK HERE! ChangePhaseOfAction(InputActionPhase.Performed, ref trigger, phaseAfterPerformedOrCanceled: InputActionPhase.Performed); } @@ -2513,7 +2511,7 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt var action = map.m_Actions[actionIndex - mapIndices[trigger.mapIndex].actionStartIndex]; trigger.phase = newPhase; - // Early out if suppressed + // Early out from CallActionListeners if suppressed if (m_Suppressed) return; @@ -2558,13 +2556,6 @@ private void CallActionListeners(int actionIndex, InputActionMap actionMap, Inpu k_InputActionCallbackMarker.Begin(); - // Early return in case of suppressed action notifications. - if (m_Suppressed) - { - k_InputActionCallbackMarker.End(); - return; - } - // Global callback goes first. var action = context.action; if (s_GlobalState.onActionChange.length > 0) From 29414a5efbefa93902cc48fad18808bd64cd6f00 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ha=CC=8Akan=20Sidenvall?= Date: Fri, 4 Jul 2025 11:54:09 +0200 Subject: [PATCH 85/85] Added #ifdef to handle rigidbodys different between Unity 6 and older versions. --- Assets/Samples/RebindingUI/Game/Player.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/Assets/Samples/RebindingUI/Game/Player.cs b/Assets/Samples/RebindingUI/Game/Player.cs index 8085e40ad6..b64593cefc 100644 --- a/Assets/Samples/RebindingUI/Game/Player.cs +++ b/Assets/Samples/RebindingUI/Game/Player.cs @@ -251,7 +251,12 @@ private void FixedUpdate() var y = move.y; if (y < 0.0f) y *= 0.33f; - if (m_Rigidbody.linearVelocity.magnitude < 10.0f) + #if UNITY_6000_0_OR_NEWER + var velocityMagnitude = m_Rigidbody.linearVelocity.magnitude; + #else + var velocityMagnitude = m_Rigidbody.velocity.magnitude; + #endif + if (velocityMagnitude < 10.0f) m_Rigidbody.AddRelativeForce(Vector3.up * (10.0f * y) + Vector3.right * (5.0f * move.x), ForceMode.Acceleration); }