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

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@AswinRajGopal AswinRajGopal commented Apr 8, 2025

Description

Bug: https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1474
Port 1.13.1

The issue is that the DropdownField expects a selected index (starting at 0), but the enum’s underlying values (10, 20, 30..) don't match these indices. Instead of passing the enum’s integer value directly, I have mapped the value to the correct index in the list of enum options.

An automated test added which validates that a custom input processor with an enumerated parameter integrates correctly with both the Unity Input System’s asset serialization and its UI.

The issue is that

Testing status & QA

Verified manually in windows machine with the provided repro project.
Authored an automated test to cover the fix.

Observer details of the test run:

Overall Product Risks

  • Complexity: 0
  • Halo Effect: 0

Comments to reviewers

Checklist

Before review:

  • Changelog entry added.
    • Explains the change in Changed, Fixed, Added sections.
    • For API change contains an example snippet and/or migration example.
    • JIRA ticket linked, example (case %%). If it is a private issue, just add the case ID without a link.
    • Jira port for the next release set as "Resolved".
  • Tests added/changed, if applicable.
    • Functional tests Area_CanDoX, Area_CanDoX_EvenIfYIsTheCase, Area_WhenIDoX_AndYHappens_ThisIsTheResult.
    • Performance tests.
    • Integration tests.
  • Docs for new/changed API's.
    • Xmldoc cross references are set correctly.
    • Added explanation how the API works.
    • Usage code examples added.
    • The manual is updated, if needed.

During merge:

  • Commit message for squash-merge is prefixed with one of the list:
    • NEW: ___.
    • FIX: ___.
    • DOCS: ___.
    • CHANGE: ___.
    • RELEASE: 1.1.0-preview.3.

After merge:

  • Create forward/backward port if needed. If you are blocked from creating a forward port now please add a task to ISX-1444.

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unity-cla-assistant commented Apr 8, 2025

CLA assistant check
All committers have signed the CLA.

@AswinRajGopal AswinRajGopal marked this pull request as ready for review April 17, 2025 14:00
@AswinRajGopal AswinRajGopal changed the title Isxb 1482/fix custom processor serializesby index FIX: Custom processors serialises enum by index rather than by value. Apr 19, 2025
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ekcoh commented Apr 22, 2025

@AswinRajGopal Its generally recommended to add one developer on the team and one QA as reviewers on the PR when published. This will help making sure you receive feedback on it.

Looks like there are CI failures for non-required tests and that branch is outdated. I would recommend updating the branch (which will automatically re-run CI).

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ekcoh commented Apr 22, 2025

@AswinRajGopal I notice you have published internal URLs in this public-facing PR. This should be avoided. Instead use public URLs to issue tickets when available and otherwise only use issue number (without link). I will remove the URLs for now.

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Thanks for looking into this @AswinRajGopal! Left some comments on things to address.

@ekcoh ekcoh requested a review from Pauliusd01 April 22, 2025 18:40
@AswinRajGopal AswinRajGopal requested a review from ekcoh April 23, 2025 11:42
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Thanks for addressing comments. Changes look good to me now.

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One concern I noticed is that the enum field is blank after upgrading to the new version, requiring the user to repick and save. Real problem? Any way to fix it?

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One concern I noticed is that the enum field is blank after upgrading to the new version, requiring the user to repick and save. Real problem? Any way to fix it?

Hi @Pauliusd01 could you please give me the steps to repro this issue? which version should I upgrade? Thanks.

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One concern I noticed is that the enum field is blank after upgrading to the new version, requiring the user to repick and save. Real problem? Any way to fix it?

Hi @Pauliusd01 could you please give me the steps to repro this issue? which version should I upgrade? Thanks.

Your version. Steps are: Open the user project -> Upgrade the version to yours (package manager -> add from disk -> point to the version with your changes) -> observe the user's enum field is blank

@Pauliusd01 Pauliusd01 self-requested a review May 21, 2025 06:34
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codecov-mygithub.libinneed.workers.dev bot commented May 24, 2025

Codecov Report

Attention: Patch coverage is 48.57143% with 36 lines in your changes missing coverage. Please review.

Files with missing lines Patch % Lines
...nputsystem/InputSystem/Actions/InputActionAsset.cs 37.50% 35 Missing ⚠️
...nputSystem/Editor/AssetEditor/ParameterListView.cs 92.85% 1 Missing ⚠️
@@             Coverage Diff             @@
##           develop    #2164      +/-   ##
===========================================
+ Coverage    67.78%   68.15%   +0.36%     
===========================================
  Files          367      367              
  Lines        53505    53570      +65     
===========================================
+ Hits         36268    36509     +241     
+ Misses       17237    17061     -176     
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Flags with carried forward coverage won't be shown. Click here to find out more.

Files with missing lines Coverage Δ
...System/Editor/AssetImporter/InputActionImporter.cs 49.75% <ø> (ø)
...tSystem/Plugins/PlayerInput/DefaultInputActions.cs 26.76% <ø> (ø)
...nputSystem/Editor/AssetEditor/ParameterListView.cs 40.07% <92.85%> (+40.07%) ⬆️
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... and 10 files with indirect coverage changes

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@AswinRajGopal AswinRajGopal requested a review from ekcoh May 25, 2025 03:40
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Changes look ok to me, added some suggestions to motivate complex code parts for increased readability. Would also recommend checking the codecov bot suggestions for logic not being tested.

@AswinRajGopal AswinRajGopal requested a review from ekcoh June 10, 2025 09:01
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This is a smaller now which I think is good and easier to read. I think the version used in comparison in a few places needs replacing but apart from that looks good to me. But it seems the assets needs updating to pass CI.

@@ -379,6 +398,11 @@ public void LoadFromJson(string json)
throw new ArgumentNullException(nameof(json));

var parsedJson = JsonUtility.FromJson<ReadFileJson>(json);
if ((parsedJson.maps?.Length ?? 0) > 0 && (parsedJson.version ?? 0) < JsonVersion.Current)
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JsonVersion.Current here should probably be JsonVersion.Version1 since if we move on to version 2 later we do not need to do this migration step for version 1 json files?

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Additionally this may be skipped if the action:

  • Do not contain actions
  • Do not contain processors

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Minor: but you might as well move these "optimization" checks into the Migrate Json to remove the complexity from here and call it unconditionally, e.g. "MigrateJsonFromVersion0ToVersion1IfNeeded(ref parsedJson)"

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Yes we should skip migration in case the input action doesn't contain action and processors.

parsedJson.maps[mi] = mapJson;
}
// Bump the version so we never re-migrate
parsedJson.version = JsonVersion.Current;
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This should be assigned JsonVersion.Version1 right? Current might be Version 2 or higher in the future which would make this incorrect then

internal void MigrateJson(ref ReadFileJson parsedJson)
{
var existing = parsedJson.version ?? JsonVersion.Version0;
if (existing >= JsonVersion.Current)
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This should compare to JsonVersion.Version1 instead of Current right?

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Yes right, my bad I mis aligned the enum values. I'll modify.

@AswinRajGopal AswinRajGopal requested a review from ekcoh June 10, 2025 14:46
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Changes look good to me, looks like Changelog is in conflict which needs to be fixed so the branch can be updated and CI rerun to avoid instabilities already fixed on develop.

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ekcoh commented Jun 10, 2025

I fixed the conflict and updated the branch based on develop. Hopefully CI rerun is all green now.

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The value is no longer blank after updating to the new version but it still different, is that expected? Example steps are: Open the user project -> observe that that the enum is set to Option D -> update the package to your version -> observe that the enum is set to Option A.

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The value is no longer blank after updating to the new version but it still different, is that expected? Example steps are: Open the user project -> observe that that the enum is set to Option D -> update the package to your version -> observe that the enum is set to Option A.

@Pauliusd01 I've uploaded the repro, it works for me, let me know if Im missing something here.

AfterFix.mp4

@AswinRajGopal AswinRajGopal requested a review from Pauliusd01 June 12, 2025 15:04
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The value is no longer blank after updating to the new version but it still different, is that expected? Example steps are: Open the user project -> observe that that the enum is set to Option D -> update the package to your version -> observe that the enum is set to Option A.

@Pauliusd01 works for me again. this repro is loading a new extracted user project and upgrading the package.
https://github.com/user-attachments/assets/43370f74-713e-4b3e-b9ee-39f1d636cdef

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Having the asset window already open might be what was different for you, try to close it while doing the repro steps. Bug's still there for me

13.06.2025.-.Unity.200.mp4

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Having the asset window already open might be what was different for you, try to close it while doing the repro steps. Bug's still there for me

13.06.2025.-.Unity.200.mp4

@Pauliusd01 it couldnt be the reason as the code changes regardless of window state, looks for the asset during its import time and perform the migration, it works for me here is the recording.

ClosedFix.mp4

@AswinRajGopal AswinRajGopal requested a review from Pauliusd01 June 13, 2025 09:33
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LGTM. So after quite a bit of back and forth the latest issue seems to only reproduce on first open and only in the first few minutes. Likely a library rebuild issue and it is probably not something worth worrying about as even on a rare case it occurs to the user, it would only be visual and the value returns to normal on reopening the project.

Things checked: making sure the enum values are preserved after updating the package, changing the values with manual and auto saves, changing the values in runtime, checking whether the field still works correctly in the inspector dropdown

internal void MigrateJson(ref ReadFileJson parsedJson)
{
var existing = parsedJson.version ?? JsonVersion.Version0;
if (existing >= JsonVersion.Version1)
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Shouldn't this be "existing >= JsonVersion.Current"

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Hi @LeoUnity We are targeting exactly the format bump that we just added(Version 1), for this enum migration
JsonVersion.Current == Version1, however in the future Current may advance to version2, so we need the migration exactly run once.

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I was assuming that this first check would be the checking if any migration needs to happen at all, and then below there would be specific checks for each migration, because you do the check again in the line below:
if ((parsedJson.maps?.Length ?? 0) > 0 && (parsedJson.version ?? 0) < JsonVersion.Version1)

So either this is checking for the specific upgrade needed, and then we remove this check on the line below, or this is a generic check if a migration is needed, and we keep the check ont he line below

@@ -950,6 +971,7 @@ private void OnDestroy()
[Serializable]
internal struct WriteFileJson
{
public int? version;
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Do we need the nullable here? the default int value is 0, so not writing to this member would get us the correct value.
Having to remember to check the null state everywhere where this is used usually makes the code a bit harder to read.

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Same in the ReadFileJson

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Hi @LeoUnity True, there are few tests failing because of this we need nullable version to avoid those failures where we omit version check for empty Json or action asset is created with minimal Json from LoadFromJson versioning will be added unnecessarily.

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I think I commented on the same thing previously. Are the tests failing due to the parser not being capable of handling non existing fields? If the nullable allows the parser to deal with non existing fields in file and still parse without errors (keeping the default value) I think it's ok to have. If we do not need it to handle parser limitations I also think we should not use nullable due to boxing.

What was the failures again caused when not having nullable?

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image
The minimal json in the test doesnt contain version: 0 so had to do this null check.

static string MinimalJson(string name = null)
{
if (name != null)
return "{\n "name": "" + name + "",\n "maps": [],\n "controlSchemes": []\n}";
return "{\n "maps": [],\n "controlSchemes": []\n}";
}

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Ah ok, the nullable is to make the field optional to serialize... I understand it now...
I'm wondering if we should just update those tests, from this version onwards the version field will always exist...

Is the same problem for the ReadFileJson? If you try to deserialize a json without the version field it would cause problems?

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@LeoUnity Yes, same issues with ReadFileJson as well for other set of tests, it requires patching the assets generated manually, as we only migrate in memory. So had to do this.

}
}
// Bump the version so we never re-migrate
parsedJson.version = JsonVersion.Version1;
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This should probably be JSonVersion.Current

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In my perspective this looks correct if this migration step only handles v0 to v1. It would need to be followed by a v1 to v2 if Current was e.g. 2

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Yeah I guess I can see that, I was expecting that after running this function we would always end up on the latest version anyways, and we would always need to remember to update the version here... but its a nitpick

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  1. If we’re already at or beyond the Current format, early out. This means parsedJson.version will never be re-migrated.
  2. Now, version-specific migration. Only assets with at least one map and older than Version1 need the enum-by-value migration.

@AswinRajGopal AswinRajGopal requested review from ekcoh and LeoUnity June 18, 2025 10:16
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Hi @ekcoh @LeoUnity All the yamato failures are because of regenerated DefaultInputActionAsset.cs. Please review. Thanks.

using UnityEngine.InputSystem.Utilities;

// NOTE: This is mostly auto-generated from DefaultInput.actions. To regenerate, temporarily toggle on "Generate C# Class" and
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Yeah this diff is a bit scary, I don't have the historical context to advise here, my gut feeling is to just do the minimal changes needed manually, but I'll defer to @ekcoh here

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