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1 change: 1 addition & 0 deletions Packages/com.unity.inputsystem/CHANGELOG.md
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Expand Up @@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed the Input Debugger window (Window > Analysis > Input Debugger) being resizable arbitrarily small until its toolbar and device/action/layout tree view were no longer usably visible; it now enforces a minimum window size [UUM-137119](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-137119)
- Fixed the Action Maps list in the Input Actions editor losing keyboard focus after deleting a map, so that Delete, Duplicate, and arrow-key navigation kept working on the auto-selected replacement map without requiring an extra click [UUM-147152](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-147152)
- Fixed the Device Simulator plugin keeping the real mouse and pen disabled while working in other Editor windows. Conflicting native `Mouse`/`Pen` devices are now only disabled while the Simulator window is focused and re-enabled as soon as focus moves elsewhere [UUM-145509](https://jira.unity3d.com/browse/UUM-145509).
- Fixed the Input Actions editor in Project Settings losing the selected action or binding when opening the control picker from the Path field [UUM-151771](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-151771).

## [1.20.0] - 2026-07-21

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Expand Up @@ -204,7 +204,19 @@
// Construct from InputSystem.actions asset
var asset = InputSystem.actions;
var hasAsset = asset != null;
m_State = (asset != null) ? new InputActionsEditorState(m_ActionEditorAnalytics, new SerializedObject(asset)) : default;
var assetGUID = hasAsset ? AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(asset)) : string.Empty;

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if (hasAsset)
{

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// Seeding from the previous state preserves the action selection by GUID across asset saves, reimports, and initial builds.
var previousState = m_StateContainer?.assetGUID == assetGUID ? m_StateContainer.GetState() : default;
m_State = new InputActionsEditorState(previousState, new SerializedObject(asset));

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// The seed carries the analytics session of whoever created it, so always use the current one.
m_State.m_Analytics = m_ActionEditorAnalytics;
}

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else
m_State = default;

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// Dynamically show a section indicating that an asset is missing if not currently having an associated asset
var missingAssetSection = m_RootVisualElement.Q<VisualElement>("missing-asset-section");
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// If the editor is associated with an asset we show input action editor
if (hasAsset)
{
m_StateContainer = new StateContainer(m_State, AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(asset)));
m_StateContainer = new StateContainer(m_State, assetGUID);

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m_View = new InputActionsEditorView(m_RootVisualElement, m_StateContainer, true, null);
m_StateContainer.Initialize(m_RootVisualElement.Q("action-editor"));
}
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