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1 change: 1 addition & 0 deletions Packages/com.unity.inputsystem/CHANGELOG.md
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Expand Up @@ -9,6 +9,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.

### Fixed

- Fixed the Input Actions editor window logging a "Failed to load asset" exception on editor startup when its saved window layout was restored in a project where the referenced asset GUID did not resolve; the window now closes quietly instead [UUM-144318](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-144318)
- Empty foldouts are no longer shown for processors and interactions that have no settings (e.g. "Invert") [UUM-144325](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-144325)
- Fixed the Input Actions editor toolbar buttons being clipped when the Action Properties panel grew tall enough to show a scrollbar
- Fixed the Control Schemes dropdown in the Input Actions editor continuing to display a deleted scheme's name after the last control scheme was removed, instead of resetting to "No Control Schemes" until the asset was saved or the editor reopened. [UUM-141563](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-141563)
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Expand Up @@ -208,7 +208,14 @@
var asset = AssetDatabase.LoadAssetAtPath<InputActionAsset>(assetPath);

if (asset == null)
throw new Exception($"Failed to load asset \"{assetPath}\". The file may have been deleted or moved.");
{

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// The persisted asset GUID can resolve to no asset when the window layout is
// restored in a different project. Close quietly instead of throwing, but defer
// the close: calling Close() synchronously here tears down the window's panel
// while CreateGUI runs inside the UITK repaint, which then null-refs on repaint.
EditorApplication.delayCall += Close;
return;

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}

m_AssetJson = InputActionsEditorWindowUtils.ToJsonWithoutName(asset);

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