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DOCS: Change "see" to "refer to" #2404
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@@ -40,7 +40,7 @@ To get started using the Player Input component, use the following steps: | |||||
| 2. Assign your [Action Asset](xref:input-system-action-assets) to the **Actions** field. This is usually the default project-wide action asset named "InputSystem_Actions" | ||||||
| > [!NOTE] | ||||||
| > Currently, when using project-wide actions all the action maps are enabled by default. It is advisible to manually disable them and manually enable the default map that **Player Input** during `Start()`. | ||||||
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| 3. Set up Action responses, by selecting a **Behavior** type from the Behavior menu. The Behavior type you select affects how you should implement the methods that handle your Action responses. See the [notification behaviors](#notification-behaviors) section further down for details.<br/><br/><br/><br/> | ||||||
| 3. Set up Action responses, by selecting a **Behavior** type from the Behavior menu. The Behavior type you select affects how you should implement the methods that handle your Action responses. Refer to the [notification behaviors](#notification-behaviors) section further down for details.<br/><br/><br/><br/> | ||||||
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| ## Configuring the Player Input component | ||||||
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@@ -86,7 +86,7 @@ To disable a player's input, call [`PlayerInput.DeactivateInput`](xref:UnityEngi | |||||
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| When `PlayerInput` is disabled, it automatically disables the currently active Action Map ([`PlayerInput.currentActionMap`](xref:UnityEngine.InputSystem.PlayerInput.currentActionMap)) and disassociate any Devices paired to the player. | ||||||
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| See the [notification behaviors](#notification-behaviors) section below for how to be notified when player triggers an Action. | ||||||
| Refer to the [notification behaviors](#notification-behaviors) section below for how to be notified when player triggers an Action. | ||||||
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| ### When using **Send Messages** or **Broadcast Messages** | ||||||
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The mapping for
Input.gyro.enabledcontains technical errors.InputDevice(and thusGyroscope) does not have anenabledproperty; instead, you should useInputSystem.IsDeviceEnabled(device). Additionally, theEnableDeviceandDisableDevicemethods are static members of theInputSystemclass and should be prefixed accordingly for the snippet to be valid code.🤖 Helpful? 👍/👎