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FIX: Custom processors serialises enum by index rather than by value. #2164

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112 changes: 112 additions & 0 deletions Assets/Tests/InputSystem.Editor/CustomProcessorEnumTest.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,112 @@
#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS

using System;
using NUnit.Framework;
using System.Collections;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Editor;
using UnityEngine.TestTools;
using UnityEngine.UIElements;

internal enum SomeEnum
{
OptionA = 10,
OptionB = 20
}

#if UNITY_EDITOR
[InitializeOnLoad]
#endif
internal class CustomProcessor : InputProcessor<float>
{
public SomeEnum SomeEnum;

#if UNITY_EDITOR
static CustomProcessor()
{
Initialize();
}
#endif

[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Initialize()
{
InputSystem.RegisterProcessor<CustomProcessor>();
}

public override float Process(float value, InputControl control)
{
return value;
}
}

internal class CustomProcessorEnumTest : UIToolkitBaseTestWindow<InputActionsEditorWindow>
{
InputActionAsset m_Asset;

public override void OneTimeSetUp()
{
base.OneTimeSetUp();
m_Asset = AssetDatabaseUtils.CreateAsset<InputActionAsset>();

var actionMap = m_Asset.AddActionMap("Action Map");

actionMap.AddAction("Action", InputActionType.Value, processors: "Custom(SomeEnum=10)");
}

public override void OneTimeTearDown()
{
AssetDatabaseUtils.Restore();
base.OneTimeTearDown();
}

public override IEnumerator UnitySetup()
{
m_Window = InputActionsEditorWindow.OpenEditor(m_Asset);
yield return base.UnitySetup();
}

[UnityTest]
public IEnumerator ProcessorEnum_ShouldSerializeByValue_WhenSerializedToAsset()
{
// Serialize current asset to JSON, and check that initial JSON contains default enum value for OptionA
var json = m_Window.currentAssetInEditor.ToJson();

Assert.That(json.Contains("Custom(SomeEnum=10)"), Is.True,
"Serialized JSON does not contain the expected custom processor string for OptionA.");

// Query the dropdown with exactly two enum choices and check that the drop down is present in the UI
var dropdownList = m_Window.rootVisualElement.Query<DropdownField>().Where(d => d.choices.Count == 2).ToList();
Assume.That(dropdownList.Count > 0, Is.True, "Enum parameter dropdown not found in the UI.");

// Determine the new value to be set in the dropdown, focus the dropdown before dispatching the change
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Thanks for adding this, increases readability significantly

var dropdown = dropdownList.First();
var newValue = dropdown.choices[1];
dropdown.Focus();
dropdown.value = newValue;

// Create and send a change event from OptionA to OptionB
var changeEvent = ChangeEvent<Enum>.GetPooled(SomeEnum.OptionA, SomeEnum.OptionB);
changeEvent.target = dropdown;
dropdown.SendEvent(changeEvent);

// Find the save button in the window, focus and click the save button to persist the changes
var saveButton = m_Window.rootVisualElement.Q<Button>("save-asset-toolbar-button");
Assume.That(saveButton, Is.Not.Null, "Save Asset button not found in the UI.");
saveButton.Focus();
SimulateClickOn(saveButton);

Assert.That(dropdown.value, Is.EqualTo(newValue));

// Verify that the updated JSON contains the new enum value for OpitonB
var updatedJson = m_Window.currentAssetInEditor.ToJson();
Assert.That(updatedJson.Contains("Custom(SomeEnum=20)"), Is.True, "Serialized JSON does not contain the updated custom processor string for OptionB.");

yield return null;
}
}
#endif

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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 @@ -22,6 +22,7 @@ however, it has to be formatted properly to pass verification tests.
- Fixed Inspector Window being refreshed all the time when a PlayerInput component is present with Invoke Unity Events nofication mode chosen [ISXB-1448](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1448)
- Fixed an issue where an action with a name containing a slash "/" could not be found via `InputActionAsset.FindAction(string,bool)`. [ISXB-1306](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1306).
- Fixed Gamepad stick up/down inputs that were not recognized in WebGL. [ISXB-1090](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1090)
- Fixed an issue that caused input processors with enum properties to incorrectly serialise by index instead of by value [ISXB-1474](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1474)

## [1.14.0] - 2025-03-20

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Original file line number Diff line number Diff line change
Expand Up @@ -278,10 +278,11 @@ void OnEditEnd()

if (parameter.isEnum)
{
var intValue = parameter.value.value.ToInt32();
var field = new DropdownField(label.text, parameter.enumNames.Select(x => x.text).ToList(), intValue);
var currentEnumValue = parameter.value.value.ToInt32();
var selectedIndex = parameter.enumValues.IndexOf(currentEnumValue);
var field = new DropdownField(label.text, parameter.enumNames.Select(x => x.text).ToList(), selectedIndex);
field.tooltip = label.tooltip;
field.RegisterValueChangedCallback(evt => OnValueChanged(ref parameter, field.index, closedIndex));
field.RegisterValueChangedCallback(evt => OnValueChanged(ref parameter, parameter.enumValues[field.index], closedIndex));
field.RegisterCallback<BlurEvent>(_ => OnEditEnd());
root.Add(field);
}
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