FIX: [UUM-145509] Simulator Plugin disabling input devices always. - #2457
FIX: [UUM-145509] Simulator Plugin disabling input devices always.#2457diverges wants to merge 5 commits into
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Fix an issue where the Simulator Window would disable all input devices while open even though the window was not focused. This caused "Game View" to not properly receive input events. - Added a UI foldout with helpbox explaining this behavior. - Used created UIElement to capture the panel `InputSystemPlugin` connects to. - Enable/Disable devices based on SimulatorWindow focus state.
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💡 Harness Review
The focus-based change is close, but there is still a play-mode transition hole in the new state machine, and the accompanying test coverage does not build as checked in.
Reviewed commit 0047e168
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Codecov ReportAttention: Patch coverage is
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+ Coverage 78.95% 78.96% +0.01%
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Lines 140780 140855 +75
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+ Hits 111153 111230 +77
+ Misses 29627 29625 -2 Flags with carried forward coverage won't be shown. Click here to find out more.
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Test Plan
Summary of Changes & Risk AssessmentSummary of ChangesThis PR fixes issue UUM-145509 where the Device Simulator plugin would globally disable native Key changes include:
Risk Assessment
Test ScenariosFunctional Testing
Regression Testing
Edge Cases
💡 This test plan updates automatically when 🤖 Helpful? Please react with 👍/👎 | Questions❓Please reach out in Slack #ask-u-pr |
…ce-simulator-plugin
| - Fixed `OnMouseUpAsButton` and `OnMouseUp` being dropped in Play mode when the Game view's focus changes between a press and its release on Unity 6000.5.0a8 and newer. The legacy `SendMouseEvents` pipeline is no longer driven from `InputUpdateType.Editor` updates, which read the editor state buffer (position (0,0), not pressed) and produced a spurious mouse release that cleared the press target. | ||
| - Fixed Input Debugger window's incorrect name. It is now called 'Input Debugger' instead of 'Input Debug' [UUM-137124](https://jira.unity3d.com/browse/UUM-137124). | ||
| - Fixed `PoseControl.isTracked` always returning false when read through non-optimized code paths (e.g. Input Debugger) due to `sizeInBits = 8` causing the value to be normalized as `1/255` instead of `1.0`. | ||
| - 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). |
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Make sure this is under the "unreleased" version, we already released 1.20.0
Pauliusd01
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LGTM, checked the /test_plan command tests, looked over our sample scenes with simulator window open, checked whether simulate touch setting still works
VeraMommersteeg
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docs failing is on develop as well, the other functional tests are passsing. Paulius says it still behaves the same so lgtm
Description
Fix an issue where the Simulator Window would disable all input devices while open even though the window was not focused. This caused "Game View" to not properly receive input events.
InputSystemPluginconnects to.Screen.Recording.2026-07-22.094016.mp4
Testing status & QA
Manual Testing.
Added automated tests for:
Overall Product Risks
Comments to reviewers
Device simulator related fixes.
Checklist
Before review:
Changed,Fixed,Addedsections.Area_CanDoX,Area_CanDoX_EvenIfYIsTheCase,Area_WhenIDoX_AndYHappens_ThisIsTheResult.During merge:
NEW: ___.FIX: ___.DOCS: ___.CHANGE: ___.RELEASE: 1.1.0-preview.3.