You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
/// Press threshold is defined the same way as for <see cref="IsPressed"/>; see that member's remarks.
1260
1244
///
1261
1245
/// <example>
1262
1246
/// <code>
@@ -1308,7 +1292,7 @@ public unsafe bool WasPressedThisFrame()
1308
1292
/// When processing input events manually, updating the InputSystem in the dynamic Update cycle will lead to a delay of one frame for WasPressedThisDynamicUpdate,
1309
1293
/// you may want to use WasPressedThisFrame to avoid this, or set the input update mode to InputSettings.UpdateMode.ProcessEventsInDynamicUpdate.
1310
1294
///
1311
-
/// Press threshold behavior matches <see cref="WasPressedThisFrame"/>; see its remarks.
1295
+
/// Press threshold behavior matches <see cref="IsPressed"/>; see that member's remarks.
1312
1296
/// </remarks>
1313
1297
/// <example>
1314
1298
/// <code>
@@ -1340,7 +1324,7 @@ public unsafe bool WasPressedThisDynamicUpdate()
1340
1324
1341
1325
/// <summary>
1342
1326
/// Returns true if the action's value crossed the release threshold (see <see cref="InputSettings.buttonReleaseThreshold"/>)
1343
-
/// at any point in the frame after being in pressed state (see remarks for press threshold).
1327
+
/// at any point in the frame after being in pressed state (see <see cref="IsPressed"/> remarks for press threshold).
1344
1328
/// </summary>
1345
1329
/// <returns>True if the action was released this frame.</returns>
1346
1330
/// <remarks>
@@ -1351,21 +1335,7 @@ public unsafe bool WasPressedThisDynamicUpdate()
1351
1335
/// to a <see cref="StickControl"/>, the control will be considered "pressed" once the magnitude
1352
1336
/// of the Vector2 of the control has crossed the press threshold.
1353
1337
///
1354
-
/// Press threshold (based on <see cref="InputControl.EvaluateMagnitude()"/> for the driving control):
1355
-
///
1356
-
/// 1. If the binding lists one or more <see cref="UnityEngine.InputSystem.Interactions.PressInteraction"/>
1357
-
/// instances, use the <see cref="UnityEngine.InputSystem.Interactions.PressInteraction.pressPoint"/> from the first
1358
-
/// in interaction list order whose <c>pressPoint</c> is greater than zero (earlier interactions that are not
1359
-
/// <see cref="UnityEngine.InputSystem.Interactions.PressInteraction"/>, or that leave <c>pressPoint</c> at the
1360
-
/// default of zero, are skipped) so this API stays aligned with the interaction.
1361
-
/// 2. Otherwise, if the driving control is a <see cref="ButtonControl"/>, use <see cref="ButtonControl.pressPointOrDefault"/>.
1362
-
/// 3. Otherwise (for example a <see cref="Vector2Control"/> or <see cref="StickControl"/>), use <see cref="InputSettings.defaultButtonPressPoint"/>.
1363
-
///
1364
-
/// For composite bindings, interaction parameters are read from the composite binding.
1365
-
///
1366
-
/// for a <see cref="ButtonControl"/> it uses <see cref="ButtonControl.pressPointOrDefault"/>, and for other controls
1367
-
/// with actuation magnitude (including <see cref="Vector2Control"/> and <see cref="StickControl"/>) it uses
0 commit comments