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Change tootlips for InputSettings.
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Packages/com.unity.inputsystem/InputSystem/Editor/Settings/InputSettingsProvider.cs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -181,17 +181,17 @@ public override void OnGUI(string searchContext)
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else if (m_ShortcutKeysUseActionPriority.boolValue)
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{
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EditorGUILayout.HelpBox(
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"When several enabled actions share the same control, the action with the higher Priority value is ordered first and can consume input so lower-priority actions do not trigger on the same event. "
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+ "Set Priority on each action in the Input Actions editor. Serialized priority values are kept when this option is disabled.",
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"When several enabled actions are bound to the same control, the one with the highest Priority is evaluated first and consumes the input, so lower-priority actions don't also trigger from that event. "
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+ "Set each action's Priority in the Input Actions editor. Priority values stay saved on the asset even when Action Priority Shortcut Resolution is turned off.",
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MessageType.None);
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}
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else if (m_ShortcutKeysConsumeInputs.boolValue)
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{
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EditorGUILayout.HelpBox(
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"Composite bindings can consume overlapping input using binding-chain depth (complexity): actions with more composite parts are considered before simpler bindings on the same controls. "
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+ "This works well for shortcut keys; when two composites have the same depth, resolution can be non-deterministic. "
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+ "Conflicts can occur between different action maps (for example UI navigation versus gameplay on the same keys) but not between different action assets. "
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+ "Since consumption applies to enabled actions only, disable maps or actions you do not need in the current context to reduce surprises.",
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"Overlapping shortcuts are resolved by composite complexity: an action whose composite has more parts (e.g. Ctrl+Shift+S) wins over one with fewer parts — or a plain binding — on the same control, and consumes the input so the simpler action doesn't also fire. "
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+ "Two composites of equal complexity have no guaranteed order between them. "
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+ "Resolution applies across action maps within the same asset (for example UI navigation vs. gameplay on the same keys), but never across separate action assets. "
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+ "Only enabled actions consume input, so disable maps or actions you don't need in the current context to avoid unexpected behaviour.",
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MessageType.None);
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}
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