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Packages/com.unity.inputsystem Expand file tree Collapse file tree 7 files changed +28
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lines changed Original file line number Diff line number Diff line change @@ -87,4 +87,11 @@ apiRules:
8787 type : Type
8888 - exclude :
8989 uidRegex : ^UnityEngine\.InputSystem\.XR\.EyesControl$
90- type : Type
90+ type : Type
91+ - exclude :
92+ uidRegex : ^UnityEngine\.InputSystem\.Users\.InputUser\.platformUserAccount.*$
93+ type : Member
94+ - exclude :
95+ uidRegex : ^UnityEngine\.InputSystem\.Users\.InputUser\.FindUserByAccount.*$
96+ type : Method
97+
Original file line number Diff line number Diff line change @@ -1326,8 +1326,8 @@ private static void LoadBindingOverridesFromJsonInternal(this IInputActionCollec
13261326 ///
13271327 /// public void OnClick()
13281328 /// {
1329- /// var rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
1330- /// rebind .Start();
1329+ /// var l_rebind = actionReference.action.PerformInteractiveRebinding().WithTargetBinding(bindingIndex).OnComplete(_ => UpdateDisplayText());
1330+ /// l_rebind .Start();
13311331 /// }
13321332 ///
13331333 /// private void UpdateDisplayText()
Original file line number Diff line number Diff line change @@ -250,7 +250,7 @@ public void Waiting()
250250 /// being true.
251251 ///
252252 /// Changing the phase of the interaction while a timeout is running will implicitly cancel
253- /// the timeout.
253+ /// the timeout. For example, you must call <see cref="Started()"/> before calling `SetTimeout()`.
254254 ///
255255 /// <example>
256256 /// <code>
Original file line number Diff line number Diff line change @@ -100,8 +100,7 @@ public class Sensor : InputDevice
100100 /// Note that when setting sampling frequencies, there may be limits on the range of frequencies
101101 /// supported by the underlying hardware/platform.
102102 ///
103- /// To support querying sampling frequencies, a sensor device must implement <see cref="QuerySamplingFrequencyCommand"/>.
104- /// To support setting frequencies, it must implemenet <see cref="SetSamplingFrequencyCommand"/>.
103+ /// To support setting frequencies, it must implement <see cref="SetSamplingFrequencyCommand"/>.
105104 /// </remarks>
106105 /// <exception cref="NotSupportedException">Thrown when reading the property and the underlying
107106 /// sensor does not support querying of sampling frequencies.</exception>
Original file line number Diff line number Diff line change @@ -334,6 +334,12 @@ public void EnableJoining()
334334 /// <summary>
335335 /// Inhibit players from joining the game.
336336 /// </summary>
337+ /// <remarks>
338+ /// Note that this method might disable the action, depending on how the player
339+ /// joined initially. Specifically, if the initial joining was triggered using
340+ /// the <see cref="PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered"/> behavior,
341+ /// this method also disables the join action.
342+ /// </remarks>
337343 /// <seealso cref="EnableJoining"/>
338344 /// <seealso cref="joiningEnabled"/>
339345 public void DisableJoining ( )
Original file line number Diff line number Diff line change @@ -15,11 +15,17 @@ public enum PlayerJoinBehavior
1515 /// </summary>
1616 JoinPlayersWhenButtonIsPressed ,
1717
18+ /// <summary>
19+ /// Listen for button presses on devices that are not paired to any player. If the control
20+ /// they triggered matches a specific action and joining is allowed, join a new player using
21+ /// the device the button was pressed on.
22+ /// </summary>
1823 JoinPlayersWhenJoinActionIsTriggered ,
1924
2025 /// <summary>
21- /// Do not join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/> or <see cref="PlayerInputManager.JoinPlayerFromAction"/>
22- /// explicitly in order to join new players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
26+ /// Don't join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/>
27+ /// or <see cref="PlayerInputManager.JoinPlayerFromAction"/> explicitly in order to join new
28+ /// players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
2329 /// components directly and they will be joined automatically.
2430 /// </summary>
2531 /// <remarks>
Original file line number Diff line number Diff line change @@ -102,6 +102,7 @@ public int index
102102 public uint id => m_Id ;
103103
104104 ////TODO: bring documentation for these back when user management is implemented on Xbox and PS
105+ ////For now the docs are filtered out (see Documentation~/filter.yml)
105106 public InputUserAccountHandle ? platformUserAccountHandle => s_GlobalState . allUserData [ index ] . platformUserAccountHandle ;
106107 public string platformUserAccountName => s_GlobalState . allUserData [ index ] . platformUserAccountName ;
107108 public string platformUserAccountId => s_GlobalState . allUserData [ index ] . platformUserAccountId ;
@@ -767,6 +768,7 @@ public static int GetUnpairedInputDevices(ref InputControlList<InputDevice> list
767768 return s_GlobalState . allUsers [ userIndex ] ;
768769 }
769770
771+ ////Doc is filtered out (see Documentation~/filter.yml)
770772 public static InputUser ? FindUserByAccount ( InputUserAccountHandle platformUserAccountHandle )
771773 {
772774 if ( platformUserAccountHandle == default ( InputUserAccountHandle ) )
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