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))