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roll back a temporary fix that we allegedly no longer need in 2022.3 LTS (case UUM-10774)
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Packages/com.unity.inputsystem/InputSystem/Editor/DeviceSimulator/InputSystemPlugin.cs

Lines changed: 1 addition & 17 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,6 @@ internal class InputSystemPlugin : DeviceSimulatorPlugin
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internal Touchscreen SimulatorTouchscreen;
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private bool m_InputSystemEnabled;
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private bool m_Quitting;
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private List<InputDevice> m_DisabledDevices;
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public override string title => "Input System";
@@ -22,9 +21,6 @@ public override void OnCreate()
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m_InputSystemEnabled = EditorPlayerSettingHelpers.newSystemBackendsEnabled;
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if (m_InputSystemEnabled)
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{
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// Monitor whether the editor is quitting to avoid risking unsafe EnableDevice while quitting
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UnityEditor.EditorApplication.quitting += OnQuitting;
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m_DisabledDevices = new List<InputDevice>();
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// deviceSimulator is never null when the plugin is instantiated by a simulator window, but it can be null during unit tests
@@ -99,27 +95,15 @@ public override void OnDestroy()
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deviceSimulator.touchScreenInput -= OnTouchEvent;
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InputSystem.onDeviceChange -= OnDeviceChange;
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UnityEditor.EditorApplication.quitting -= OnQuitting;
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if (SimulatorTouchscreen != null)
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InputSystem.RemoveDevice(SimulatorTouchscreen);
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foreach (var device in m_DisabledDevices)
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{
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// Note that m_Quitting is used here to mitigate the problem reported in issue tracker:
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// https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-10774.
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// Enabling a device will call into IOCTL of backend which will (may) be destroyed prior
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// to this callback on Unity version <= 2022.2. This is not a fix for the actual problem
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// of shutdown order but a package fix to mitigate this problem.
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if (device.added && !m_Quitting)
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if (device.added)
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InputSystem.EnableDevice(device);
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}
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}
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}
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private void OnQuitting()
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{
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m_Quitting = true;
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}
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}
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}
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