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fix: simulate-mouse-input always releases the mouse button when a pause point interrupts a press - #2856
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…ding The interrupted-press messages were rewritten when the response started reporting whether the press reached the game, and a new EditMode test file was added with the new wording, but this older PlayMode file kept asserting the previous strings and has failed ever since. The PlayMode file still covers pause evidence mapping, hit ordering, and coordinates that the EditMode file does not, so the expectations are updated in place instead of removing the file.
A press interrupted by a pause point could leave the simulated button held in the device state. The cleanup path chooses between an immediate release and a release scheduled on the next configured update by reading the Editor pause flag directly, while the applier reads the injectable pause source. When those two disagree the applier discards the scheduled release as paused, and the executor, which only reacts to a timed-out release, leaves the button down; on resume the game can still see it pressed. Click and long press now write the release straight into the device when the press was applied and the wait ended paused, mirroring the keyboard path, and share one helper for finishing a held button.
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Included review availability: Your plan provides up to 4 included reviews per hour; 2 remain after this review. 📝 WalkthroughWalkthroughThe change centralizes held-button cleanup for click and long-press actions. It adds immediate release after pause interruption, tests long-press cleanup, and updates interrupted-input response expectations. ChangesPause-interrupted mouse handling
Priority: ⬇️ Low Estimated code review effort: 3 (Moderate) | ~20 minutes Change: Bug fix Sequence Diagram(s)sequenceDiagram
participant ExecuteLongPress
participant FinishHeldButton
participant MouseInputMainThreadCleanup
ExecuteLongPress->>FinishHeldButton: finalize paused held button
FinishHeldButton->>MouseInputMainThreadCleanup: release immediately after interruption
MouseInputMainThreadCleanup-->>FinishHeldButton: released button state
FinishHeldButton-->>ExecuteLongPress: cleanup outcome
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Inline comments:
In `@Assets/Tests/PlayMode/SimulateMouseInputTests.cs`:
- Line 214: Add a realtime deadline to the initial WaitUntil predicate in the
mouse input test so it exits when the press is not applied and the task remains
incomplete. After the wait, assert that mouse.leftButton.isPressed before
configuring the pause provider, while preserving the existing task completion
and WaitForTask flow.
In
`@Packages/src/Editor/FirstPartyTools/SimulateMouseInput/MouseInputPressActionExecutor.cs`:
- Around line 247-251: Update the release-wait handling in the mouse input press
executor to handle InputSimulationWaitOutcome.Paused alongside the existing
TimedOut case. After a paused release, switch to the main thread, call
ReleaseButtonImmediatelyAfterPauseInterruption, clear the button and overlay
state, then return Paused. Add coverage for pausing during the queued release.
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📒 Files selected for processing (4)
Assets/Tests/PlayMode/MouseInputSimulationResponseFactoryTests.csAssets/Tests/PlayMode/SimulateMouseInputTests.csPackages/src/Editor/FirstPartyTools/SimulateMouseInput/MouseInputMainThreadCleanup.csPackages/src/Editor/FirstPartyTools/SimulateMouseInput/MouseInputPressActionExecutor.cs
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…d release The pause can also land after the press lifetime ended but before the queued release applies. The applier discards that release and reports it as paused, which left the button held for the same reason as the interrupted press. Both paths now share one release, and the new long-press test bounds its initial wait so a press that never applies fails the test instead of hanging the PlayMode run.
Summary
simulate-mouse-inputclick or long press interrupted by a pause point no longer leaves the simulated mouse button held down.mainare green again: two encoded the release behavior above, two asserted response wording that was replaced long ago.User Impact
Cause
MouseInputMainThreadCleanup.ReleaseButtonIfPossibledecides between an immediate release and one scheduled on the next configured update by reading the Editor pause flag directly, whileInputSystemConfiguredUpdateApplierreads the injectable pause source.MouseInputPressActionExecutorreacted only to a timed-out release, so it ran bookkeeping but never wrote the release into the device.Changes
Verification
LongPress_WhenUnityPausesDuringObservation_Should_ReleaseButtonwas added before the fix, andSimulateMouseInputTeststhen reported 3 failures, all "interruption should release the injected mouse button state. Expected: False But was: True".SimulateMouseInputTests13/13, PlayModeMouseInputSimulationResponseFactoryTests3/3, PlayModeSimulateKeyboardTests47/47 (unchanged keyboard path), EditModeMouseInputSimulationResponseFactoryTests3/3, EditModeSimulateMouseInputDryRunTests7/7.check-code-complexity.shandcheck-file-length.shreport no issues.