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FIX: Enforce a minimum window size on the Input Debugger window [UUM-137119]
The Input Debugger window never assigned a minimum size, so it could be resized arbitrarily small until its toolbar and device/action/layout tree view were no longer usably visible. InputDebuggerWindow.OnEnable() previously set only titleContent; it now also assigns minSize = new Vector2(270, 300), mirroring the sibling InputDeviceDebuggerWindow. Setting the minimum in OnEnable rather than CreateOrShow() re-applies it after domain reloads and when a persisted or docked window is restored from the editor layout, not only when the window is first opened from the menu. Jira: https://jira.unity3d.com/browse/UUM-137119
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Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -9,6 +9,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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### Fixed
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- Fixed the Input Debugger window (Window > Analysis > Input Debugger) being resizable arbitrarily small until its toolbar and device/action/layout tree view were no longer usably visible; it now enforces a minimum window size [UUM-137119](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-137119)
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- Fixed the Action Maps list in the Input Actions editor losing keyboard focus after deleting a map, so that Delete, Duplicate, and arrow-key navigation kept working on the auto-selected replacement map without requiring an extra click [UUM-147152](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-147152)
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## [1.20.0] - 2026-07-21

Packages/com.unity.inputsystem/InputSystem/Editor/Debugger/InputDebuggerWindow.cs

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@@ -84,6 +84,7 @@ public static void Disable()
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private void OnEnable()
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{
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titleContent = new GUIContent("Input Debugger");
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minSize = new Vector2(270, 300);
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}
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private void OnDeviceChange(InputDevice device, InputDeviceChange change)

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