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Reversions up to UISupport.md
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Packages/com.unity.inputsystem/Documentation~/Settings.md

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#### Play Mode Input Behavior
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__Play Mode Input Behavior__ determines how input is handled in the Editor when in play mode. Unlike in built players, in the Unity Editor the input back-ends keep running for as long as the Editor is active, regardless of whether a Game View window is focused or not. This setting determines how input should behave when focus is __not__ on any Game View – and thus [`Application.isFocused`](xref:UnityEngine.Application.isFocused) is false and the player considered to be running in the background.
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__Play Mode Input Behavior__ determines how input is handled in the Editor when in play mode. Unlike in built players, in the Unity Editor the input back-ends keep running for as long as the Editor is active, regardless of whether a Game View window is focused or not. This setting determines how input should behave when focus is __not__ on any Game View – and thus [`Application.isFocused`](https://docs.unity3d.com/ScriptReference/Application-isFocused.html) is false and the player considered to be running in the background.
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|Setting|Description|
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|-------|-----------|

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

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* high-level support implemented in the [`EnhancedTouch.Touch`](#enhancedtouchtouch-class) class.
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> [!NOTE]
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> You should not use [`Touchscreen`](#touchscreen-device) for polling. If you want to read out touches similar to [`UnityEngine.Input.touches`](xref:UnityEngine.Input.touches), see [`EnhancedTouch`](#enhancedtouchtouch-class). If you read out touch state from [`Touchscreen`](#touchscreen-device) directly inside of the `Update` or `FixedUpdate` methods, your app will miss changes in touch state.
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> You should not use [`Touchscreen`](#touchscreen-device) for polling. If you want to read out touches similar to [`UnityEngine.Input.touches`](https://docs.unity3d.com/ScriptReference/Input-touches.html), see [`EnhancedTouch`](#enhancedtouchtouch-class). If you read out touch state from [`Touchscreen`](#touchscreen-device) directly inside of the `Update` or `FixedUpdate` methods, your app will miss changes in touch state.
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Touch input is supported on Android, iOS, Windows, and the Universal Windows Platform (UWP).
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## `EnhancedTouch.Touch` Class
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The [`EnhancedTouch.Touch`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch) class provides a polling API for touches similar to [`UnityEngine.Input.touches`](xref:UnityEngine.Input.touches). You can use it to query touches on a frame-by-frame basis.
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The [`EnhancedTouch.Touch`](xref:UnityEngine.InputSystem.EnhancedTouch.Touch) class provides a polling API for touches similar to [`UnityEngine.Input.touches`](https://docs.unity3d.com/ScriptReference/Input-touches.html). You can use it to query touches on a frame-by-frame basis.
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Because the API comes with a certain overhead due to having to record touches as they happen, you must explicitly enable it. To do this, call [`EnhancedTouchSupport.Enable()`](xref:UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport.Enable):
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Packages/com.unity.inputsystem/Documentation~/UISupport.md

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To the UI, a pointer is a position from which clicks and scrolls can be triggered to interact with UI elements at the pointer's position. Pointer-type input is sourced from [point](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule.point), [leftClick](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule.leftClick), [rightClick](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule.rightClick), [middleClick](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule.middleClick), and [scrollWheel](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule.scrollWheel).
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The UI input module does not have an association between pointers and cursors. In general, the UI is oblivious to whether a cursor exists for a particular pointer. However, for mouse and pen input, the UI input module will respect [Cusor.lockState](xref:UnityEngine.Cursor.lockState) and pin the pointer position at `(-1,-1)` whenever the cursor is locked. This behavior can be changed through the [Cursor Lock Behavior](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule.cursorLockBehavior) property of the [InputSystemUIInputModule](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule).
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The UI input module does not have an association between pointers and cursors. In general, the UI is oblivious to whether a cursor exists for a particular pointer. However, for mouse and pen input, the UI input module will respect [Cursor.lockState](https://docs.unity3d.com/ScriptReference/Cursor-lockState.html) and pin the pointer position at `(-1,-1)` whenever the cursor is locked. This behavior can be changed through the [Cursor Lock Behavior](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule.cursorLockBehavior) property of the [InputSystemUIInputModule](xref:UnityEngine.InputSystem.UI.InputSystemUIInputModule).
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Multiple pointer Devices may feed input into a single UI input module. Also, in the case of [Touchscreen](xref:UnityEngine.InputSystem.Touchscreen), a single Device can have the ability to have multiple concurrent pointers (each finger contact is one pointer).
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* All interaction is performed through UI elements. A 2D/3D scene is rendered in the background but all interaction is performed through UI events (including those such as 'background' clicks on the `Canvas`).
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* UI is overlaid over a 2D/3D scene but the UI elements cannot be interacted with directly.
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* UI is overlaid over a 2D/3D scene but there is a clear "mode" switch that determines if interaction is picked up by UI or by the game. For example, a first-person game on desktop may employ a [cursor lock](xref:UnityEngine.Cursor.lockState) and direct input to the game while it is engaged whereas it may leave all interaction to the UI while the lock is not engaged.
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* UI is overlaid over a 2D/3D scene but there is a clear "mode" switch that determines if interaction is picked up by UI or by the game. For example, a first-person game on desktop may employ a [cursor lock](https://docs.unity3d.com/ScriptReference/Cursor-lockState.html) and direct input to the game while it is engaged whereas it may leave all interaction to the UI while the lock is not engaged.
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When ambiguities arise, they do so differently for [pointer-type](#pointer-type-input) and [navigation-type](#navigation-type-input).
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