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fix: simulate-keyboard press-edge diagnostics no longer report a missing gameplay update on Fixed/Manual input projects - #2532

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hatayama merged 1 commit into
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port/simulate-keyboard-press-edge-fixed-update
Sep 3, 2026
Merged

hatayama merged 1 commit into
mainfrom
port/simulate-keyboard-press-edge-fixed-update

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@hatayama

@hatayama hatayama commented Sep 3, 2026 •

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Summary

  • simulate-keyboard press-edge miss diagnostics now recognise Fixed and Manual Input System updates as gameplay updates, so projects that do not process input in Dynamic updates no longer get a misleading "no gameplay update ran" verdict.

User Impact

  • Before: when a press edge was not observed, the response flag PressEdgeAnyDynamicUpdateObserved was true only if a Dynamic update ran. On a project whose Input System update mode is ProcessEventsInFixedUpdate or ProcessEventsManually, the flag came back false and the message said no update ran, even though the project's gameplay updates did run. The suggested next action ("check that PlayMode is running and unpaused") then sent the agent down the wrong path.
  • After: the flag is PressEdgeAnyGameplayUpdateObserved and is true when any Dynamic, Fixed, or Manual update ran during the press window. Editor ticks still do not count. The diagnostic text and the skill reference table describe the same rule.
  • Response contract change: the field is renamed. No compatibility shim is kept.

Changes

  • InputUpdateTypeResolver.IsGameplayUpdate classifies Dynamic / Fixed / Manual as gameplay updates. Both the edge visibility check and the miss diagnostics use it, so they cannot disagree again.
  • Response field renamed to PressEdgeAnyGameplayUpdateObserved; diagnostic suffix reworded.
  • Skill reference output.md updated (and its generated .claude/ and .agents/ copies regenerated); the "consumed by" row now names Editor explicitly instead of "non-Dynamic".
  • New InputUpdateTypeResolverTests; formatter and response-contract tests updated.

Verification

  • uloop run-tests --filter-type regex --filter-value "InputUpdateTypeResolverTests|PressEdgeDiagnosticsMessageFormatterTests|SimulateKeyboardResponseContractTests": 12 passed, 0 failed (compile ran first, 0 errors).
  • check-skill-size: no SKILL.md over the limit.

Refs #2425

https://claude.ai/code/session_01R3jkx6NbNYKPdy5q1NSWYo

Review in cubic

https://claude.ai/code/session_01R3jkx6NbNYKPdy5q1NSWYo

…ing gameplay update on Fixed/Manual input projects (#2508)

(cherry picked from commit 9fa01a1)
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Reviewing files that changed from the base of the PR and between 52e9343 and 9704ca0.

⛔ Files ignored due to path filters (1)
  • Assets/Tests/Editor/InputUpdateTypeResolverTests.cs.meta is excluded by none and included by none
📒 Files selected for processing (11)
  • .agents/skills/uloop-simulate-keyboard/references/output.md
  • .claude/skills/uloop-simulate-keyboard/references/output.md
  • Assets/Tests/Editor/InputUpdateTypeResolverTests.cs
  • Assets/Tests/Editor/PressEdgeDiagnosticsMessageFormatterTests.cs
  • Assets/Tests/Editor/SimulateKeyboardResponseContractTests.cs
  • Packages/src/Editor/FirstPartyTools/Common/InputSystem/InputUpdateTypeResolver.cs
  • Packages/src/Editor/FirstPartyTools/Common/InputSystem/PressEdgeDiagnosticsMessageFormatter.cs
  • Packages/src/Editor/FirstPartyTools/SimulateKeyboard/DeferredPlayerLatchSyncDecision.cs
  • Packages/src/Editor/FirstPartyTools/SimulateKeyboard/KeyboardInputActionExecutor.cs
  • Packages/src/Editor/FirstPartyTools/SimulateKeyboard/SimulateKeyboardResponse.cs
  • Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/references/output.md

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No issues found across 12 files

Re-trigger cubic

@hatayama
hatayama merged commit 5f0cb1d into main Sep 3, 2026
16 checks passed
@hatayama
hatayama deleted the port/simulate-keyboard-press-edge-fixed-update branch September 3, 2026 05:19
@github-actions github-actions Bot mentioned this pull request Sep 3, 2026
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