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1 change: 1 addition & 0 deletions Packages/com.unity.inputsystem/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ however, it has to be formatted properly to pass verification tests.

### Fixed

- Fixed caching for InputControlPath display name.
- Fixed the `Auto-Save` toggle button with some extra pixels to align the text in the window better.
- Align title font size with toolbar style in `Input Action` window.
- Updated Action Properties headers to use colors consistent with GameObject component headers.
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Original file line number Diff line number Diff line change
Expand Up @@ -123,8 +123,12 @@
return;
}

////TODO: this should be cached; generates needless GC churn
var displayName = InputControlPath.ToHumanReadableString(path);
// Cache the display name per path value and only recompute when the string actually changes.
if (!string.Equals(path, m_CachedPath, StringComparison.Ordinal))
{
m_CachedPath = path;
m_CachedDisplayName = InputControlPath.ToHumanReadableString(path);
}

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// Either show dropdown control that opens path picker or show path directly as
// text, if manual path editing is toggled on.
Expand All @@ -146,7 +150,7 @@
else
{
// Dropdown that shows binding text and allows opening control picker.
if (EditorGUI.DropdownButton(bindingTextRect, new GUIContent(displayName), FocusType.Keyboard))
if (EditorGUI.DropdownButton(bindingTextRect, new GUIContent(m_CachedDisplayName), FocusType.Keyboard))

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{
SetExpectedControlLayoutFromAttribute(serializedProperty);
////TODO: for bindings that are part of composites, use the layout information from the [InputControl] attribute on the field
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private string m_ExpectedControlLayout;
private string[] m_ControlPathsToMatch;

private string m_CachedPath;
private string m_CachedDisplayName;

private InputControlPickerDropdown m_PickerDropdown;
private readonly InputControlPickerState m_PickerState;

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