-
Notifications
You must be signed in to change notification settings - Fork 317
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
FIX: Prefabs and missing default control scheme in the inspector view of playerinput (ISXB-818) #1932
FIX: Prefabs and missing default control scheme in the inspector view of playerinput (ISXB-818) #1932
Conversation
This seems to mess with scheme order even when there are no missing schemes in the list (In the video I compare your PR with the current develop) |
I sorted them alphabetically like mentioned in that comment ////TODO: sort alphabetically |
In my opinion It should be the same list both between the player component and the actual actions window. So probably best to not do any extra sorting in the component at all, if a missing scheme is selected it will already be quite visible by the red highlight. But maybe Hakan thinks otherwise |
I removed the sort. If @ekcoh prefer with it I will revert the last change |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM, added some questions just to make sure I understand the change correctly.
@@ -15,6 +15,7 @@ however, it has to be formatted properly to pass verification tests. | |||
- Fixed an issue where a composite binding would not be consecutively triggered after ResetDevice() has been called from the associated action handler [ISXB-746](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-746). | |||
- Fixed resource designation for "d_InputControl" icon to address CI failure. | |||
- Fixed an issue where a composite binding would not be consecutively triggered after disabling actions while there are action modifiers in progress [ISXB-505](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-505). | |||
- Fixed Missing default control scheme used by PlayerInput component are now correctly shown in the inspector [ISXB-818](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-818) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Am I correct to assume the behavior with a missing control scheme is equivalent to having it set to Any (ignoring Inspector representation)?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Seems like this is mainly targeting representation of control scheme when opening a project/asset with a previously configured control scheme that no longer exist, or e.g. deleting a control scheme.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Am I correct to assume the behavior with a missing control scheme is equivalent to having it set to Any (ignoring Inspector representation)?
yes
I think we can skip sort. Consistency between different places representing the same thing makes sense. |
Sorry, had to change the status. I took a look at the original bug report and noticed that action map specific fields do not dirty the prefab is this not what the user had trouble with? Are we truly fixing the issue properly here? |
Notice how none of the action specific fields get the blue highlights next to them when they're changed, so if the user wants to override their prefab they can't. The only way is to go into prefab mode and change it there. Unity_2024-05-24_15-47-23.mp4 |
thanks for the highlight |
947c367
to
0b03772
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM
Description
Fixed Prefabs and missing default control scheme used by PlayerInput component are now correctly shown in the inspector ISXB-818.
Before the change previously defined PlayerInput's default control scheme that doesn't exist exist any more are not shown and produce some error when entering in playmode. Disabling/enabling component silently remove the lost control scheme.
Also Default Scheme, Auto-Switch,Default Map fields was not well displayed(no blue override color and no context actions) for prefabs.
Changes made
Changed the PlayerInput's inspector the show the missing default control scheme with a red background and a suffix.
The missing one is always in second position after and others schemes are now sorted in the popup.
Changed the ways that Default Scheme, Auto-Switch,Default Map are displayed to support prefabs.
Notes
Please write down any additional notes, remove the section if not applicable.
Checklist
Before review:
Changed
,Fixed
,Added
sections.([case %number%](https://issuetracker.unity3d.com/issues/...))
.Area_CanDoX
,Area_CanDoX_EvenIfYIsTheCase
,Area_WhenIDoX_AndYHappens_ThisIsTheResult
.During merge:
NEW: ___
.FIX: ___
.DOCS: ___
.CHANGE: ___
.RELEASE: 1.1.0-preview.3
.