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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/CHANGELOG.md
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@@ -28,6 +28,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed an issue where `UIToolkit``ClickEvent` could be fired on Android after device rotation due to inactive touch state being replayed during action initial state checks [UUM-100125](https://jira.unity3d.com/browse/UUM-100125).
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- Fixed InputSystem.onAnyButtonPress fails to trigger when the device receives a touch [UUM-137930](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-137930).
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- Fixed an incorrect ArraysHelper.HaveDuplicateReferences implementation that didn't use its arguments right [ISXB-1792] (https://github.com/Unity-Technologies/InputSystem/pull/2376)
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- Fixed `InputAction.IsPressed`, `WasPressedThisFrame`, and `WasReleasedThisFrame` using the control's `pressPoint` when a binding also had an explicit `PressInteraction` with its own `pressPoint`, which could make those APIs disagree with the interaction's press and release behavior. Action-level press APIs now follow the interaction threshold when both are set explicitly.
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### Changed
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- Removed 32-bit compilation check for HID on Windows players, which had no impact anymore. (ISX-2543)
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/RespondingToActions.md
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@@ -90,13 +90,14 @@ Finally, there are three methods you can use to poll for button presses and rele
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The applicable press point is chosen from, in order:
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1. A positive [`pressPoint`](xref:UnityEngine.InputSystem.Controls.ButtonControl.pressPoint) on the driving control when it is a [ButtonControl](xref:UnityEngine.InputSystem.Controls.ButtonControl).
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2. A positive [`pressPoint`](xref:UnityEngine.InputSystem.Controls.Vector2Control.pressPoint) when it is a [Vector2Control](xref:UnityEngine.InputSystem.Controls.Vector2Control) or [StickControl](xref:UnityEngine.InputSystem.Controls.StickControl).
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3. If the binding lists one or more [Press](xref:UnityEngine.InputSystem.Interactions.PressInteraction) interactions, the `pressPoint` from the first interaction order whose `pressPoint` is greater than zero (any interactions before this that are either not `Press`, or `Press` with the default `pressPoint` of zero, are skipped for this step).
1. If the binding lists one or more [Press](xref:UnityEngine.InputSystem.Interactions.PressInteraction) interactions, the `pressPoint` from the first `Press` interaction in list order whose `pressPoint` is greater than zero (any interactions before this that are either not `Press`, or `Press` with the default `pressPoint` of zero, are skipped) so action-level press APIs stay aligned with the interaction.
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2. Otherwise, the driving [ButtonControl](xref:UnityEngine.InputSystem.Controls.ButtonControl), [Vector2Control](xref:UnityEngine.InputSystem.Controls.Vector2Control), or [StickControl](xref:UnityEngine.InputSystem.Controls.StickControl)[`pressPointOrDefault`](xref:UnityEngine.InputSystem.Controls.ButtonControl.pressPointOrDefault).
On [composites](xref:input-system-action-bindings#composite-bindings), interaction parameters are taken from the composite binding.
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[`InputControl.IsPressed`](xref:UnityEngine.InputSystem.InputControlExtensions.IsPressed) on a control always uses that control's threshold and does not consider binding interactions.
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This example uses three actions called Shield, Teleport and Submit (which are not included in the [default actions](xref:project-wide-actions#the-default-actions)):
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