diff --git a/Packages/com.unity.inputsystem/Documentation~/filter.yml b/Packages/com.unity.inputsystem/Documentation~/filter.yml
index ec90ba2c34..f7093e9c2a 100644
--- a/Packages/com.unity.inputsystem/Documentation~/filter.yml
+++ b/Packages/com.unity.inputsystem/Documentation~/filter.yml
@@ -87,4 +87,11 @@ apiRules:
type: Type
- exclude:
uidRegex: ^UnityEngine\.InputSystem\.XR\.EyesControl$
- type: Type
\ No newline at end of file
+ type: Type
+ - exclude:
+ uidRegex: ^UnityEngine\.InputSystem\.Users\.InputUser\.platformUserAccount.*$
+ type: Member
+ - exclude:
+ uidRegex: ^UnityEngine\.InputSystem\.Users\.InputUser\.FindUserByAccount.*$
+ type: Method
+
diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs
index 3b3f5604f7..2f4ebf946e 100644
--- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs
+++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs
@@ -1326,8 +1326,8 @@ private static void LoadBindingOverridesFromJsonInternal(this IInputActionCollec
///
/// public void OnClick()
/// {
- /// var rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
- /// rebind.Start();
+ /// var l_rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
+ /// l_rebind.Start();
/// }
///
/// private void UpdateDisplayText()
diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputInteractionContext.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputInteractionContext.cs
index 16df3c68c0..6e9461f335 100644
--- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputInteractionContext.cs
+++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputInteractionContext.cs
@@ -250,7 +250,7 @@ public void Waiting()
/// being true.
///
/// Changing the phase of the interaction while a timeout is running will implicitly cancel
- /// the timeout.
+ /// the timeout. For example, you must call before calling `SetTimeout()`.
///
///
///
diff --git a/Packages/com.unity.inputsystem/InputSystem/Devices/Sensor.cs b/Packages/com.unity.inputsystem/InputSystem/Devices/Sensor.cs
index 413d76f92d..674ed4dda9 100644
--- a/Packages/com.unity.inputsystem/InputSystem/Devices/Sensor.cs
+++ b/Packages/com.unity.inputsystem/InputSystem/Devices/Sensor.cs
@@ -100,8 +100,7 @@ public class Sensor : InputDevice
/// Note that when setting sampling frequencies, there may be limits on the range of frequencies
/// supported by the underlying hardware/platform.
///
- /// To support querying sampling frequencies, a sensor device must implement .
- /// To support setting frequencies, it must implemenet .
+ /// To support setting frequencies, it must implement .
///
/// Thrown when reading the property and the underlying
/// sensor does not support querying of sampling frequencies.
diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerInputManager.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerInputManager.cs
index 2c2c557766..fde6eae7bb 100644
--- a/Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerInputManager.cs
+++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerInputManager.cs
@@ -334,6 +334,12 @@ public void EnableJoining()
///
/// Inhibit players from joining the game.
///
+ ///
+ /// Note that this method might disable the action, depending on how the player
+ /// joined initially. Specifically, if the initial joining was triggered using
+ /// the behavior,
+ /// this method also disables the join action.
+ ///
///
///
public void DisableJoining()
diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerJoinBehavior.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerJoinBehavior.cs
index baa0181efe..c9d2cf49fd 100644
--- a/Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerJoinBehavior.cs
+++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerJoinBehavior.cs
@@ -15,11 +15,17 @@ public enum PlayerJoinBehavior
///
JoinPlayersWhenButtonIsPressed,
+ ///
+ /// Listen for button presses on devices that are not paired to any player. If the control
+ /// they triggered matches a specific action and joining is allowed, join a new player using
+ /// the device the button was pressed on.
+ ///
JoinPlayersWhenJoinActionIsTriggered,
///
- /// Do not join players automatically. Call or
- /// explicitly in order to join new players. Alternatively, just create GameObjects with
+ /// Don't join players automatically. Call
+ /// or explicitly in order to join new
+ /// players. Alternatively, just create GameObjects with
/// components directly and they will be joined automatically.
///
///
diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs
index 5717090329..d2e2ccfb3a 100644
--- a/Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs
+++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/Users/InputUser.cs
@@ -102,6 +102,7 @@ public int index
public uint id => m_Id;
////TODO: bring documentation for these back when user management is implemented on Xbox and PS
+ ////For now the docs are filtered out (see Documentation~/filter.yml)
public InputUserAccountHandle? platformUserAccountHandle => s_GlobalState.allUserData[index].platformUserAccountHandle;
public string platformUserAccountName => s_GlobalState.allUserData[index].platformUserAccountName;
public string platformUserAccountId => s_GlobalState.allUserData[index].platformUserAccountId;
@@ -767,6 +768,7 @@ public static int GetUnpairedInputDevices(ref InputControlList list
return s_GlobalState.allUsers[userIndex];
}
+ ////Doc is filtered out (see Documentation~/filter.yml)
public static InputUser? FindUserByAccount(InputUserAccountHandle platformUserAccountHandle)
{
if (platformUserAccountHandle == default(InputUserAccountHandle))