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io.extendreality.tilia.input.unityinputmanager - npm Package Compare versions

Comparing version 1.1.1 to 1.1.2

Documentation/HowToGuides/CreatingProxyActionsAndChainingActions/assets/images/SetActivatedListenerToGameObjectSetActiveAction.png

7

CHANGELOG.md
# Changelog
### [1.1.2](https://github.com/ExtendRealityLtd/Tilia.Input.UnityInputManager/compare/v1.1.1...v1.1.2) (2019-12-03)
#### Bug Fixes
* **HowToGuides:** add missing step to proxy action doc ([d849223](https://github.com/ExtendRealityLtd/Tilia.Input.UnityInputManager/commit/d849223011776fa70ca1dc1d45406ca6688392c8))
> there was a part of step 2 missing from the document that didnt show the function that needed to be selected. a couple of the images were tidied up so that they didnt look as stretched.
### [1.1.1](https://github.com/ExtendRealityLtd/Tilia.Input.UnityInputManager/compare/v1.1.0...v1.1.1) (2019-12-02)

@@ -4,0 +11,0 @@

4

Documentation/HowToGuides/CreatingProxyActionsAndChainingActions/README.md

@@ -36,2 +36,6 @@ # Creating Proxy Actions And Chaining Actions

Select a `Function` to perform when the `Activated` event is emitted. For this example, select `GameObject -> SetActive(bool)` (be sure not to select `Dynamic bool - SetActive` for this example).
![Set Activated Listener To Game Object SetActive Action](assets/images/SetActivatedListenerToGameObjectSetActiveAction.png)
### Step 3

@@ -38,0 +42,0 @@

2

package.json

@@ -5,3 +5,3 @@ {

"description": "Input wrappers for the Unity Input Manager and a collection of common input prefabs.",
"version": "1.1.1",
"version": "1.1.2",
"unity": "2018.3",

@@ -8,0 +8,0 @@ "unityRelease": "10f1",

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