@@ -2072,13 +2072,13 @@ private bool RemovePointerAtIndex(int index)
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{
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Debug . Assert ( m_PointerStates [ index ] . eventData . pointerEnter == null , "Pointer should have exited all objects before being removed" ) ;
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- // We don't want to release touch pointers on the same frame they are released (unpressed). They get cleaned up one frame later in Process()
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- ref var state = ref GetPointerStateForIndex ( index ) ;
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- if ( state . pointerType == UIPointerType . Touch && ( state . leftButton . isPressed || state . leftButton . wasReleasedThisFrame ) )
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- {
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- // The pointer was not removed
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- return false ;
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- }
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+ // // We don't want to release touch pointers on the same frame they are released (unpressed). They get cleaned up one frame later in Process()
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+ // ref var state = ref GetPointerStateForIndex(index);
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+ // if (state.pointerType == UIPointerType.Touch && (state.leftButton.isPressed || state.leftButton.wasReleasedThisFrame))
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+ // {
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+ // // The pointer was not removed
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+ // return false;
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+ // }
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// Retain event data so that we can reuse the event the next time we allocate a PointerModel record.
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var eventData = m_PointerStates [ index ] . eventData ;
@@ -2350,13 +2350,19 @@ private void FilterPointerStatesByType()
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// We have input on a mouse or pen. Kill all touch and tracked pointers we may have.
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for ( var i = 0 ; i < m_PointerStates . length ; ++ i )
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{
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- ref var state = ref GetPointerStateForIndex ( i ) ;
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- // Touch pointers need to get forced to no longer be pressed otherwise they will not get released in subsequent frames.
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- if ( m_PointerStates [ i ] . pointerType == UIPointerType . Touch )
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- {
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- state . leftButton . isPressed = false ;
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- }
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- if ( m_PointerStates [ i ] . pointerType != UIPointerType . MouseOrPen && m_PointerStates [ i ] . pointerType != UIPointerType . Touch || ( m_PointerStates [ i ] . pointerType == UIPointerType . Touch && ! state . leftButton . isPressed && ! state . leftButton . wasReleasedThisFrame ) )
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+ // ref var state = ref GetPointerStateForIndex(i);
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+ // // Touch pointers need to get forced to no longer be pressed otherwise they will not get released in subsequent frames.
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+ // if (m_PointerStates[i].pointerType == UIPointerType.Touch)
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+ // {
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+ // state.leftButton.isPressed = false;
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+ // }
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+ // if (m_PointerStates[i].pointerType != UIPointerType.MouseOrPen && m_PointerStates[i].pointerType != UIPointerType.Touch || (m_PointerStates[i].pointerType == UIPointerType.Touch && !state.leftButton.isPressed && !state.leftButton.wasReleasedThisFrame))
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+ // {
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+ // if (SendPointerExitEventsAndRemovePointer(i))
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+ // --i;
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+ // }
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+
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+ if ( m_PointerStates [ i ] . pointerType != UIPointerType . MouseOrPen )
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{
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if ( SendPointerExitEventsAndRemovePointer ( i ) )
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-- i ;
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