public virtual void Setup() { // Disable input debugger so we don't waste time responding to all the // input system activity from the tests. #if UNITY_EDITOR InputDebuggerWindow.Disable(); #endif // Push current input system state on stack. InputSystem.Save(); // Put system in a blank state where it has all the layouts but has // none of the native devices. InputSystem.Reset(); // Replace native input runtime with test runtime. testRuntime = new InputTestRuntime(); InputSystem.s_Manager.InstallRuntime(testRuntime); InputSystem.s_Manager.InstallGlobals(); #if UNITY_EDITOR // Make sure we're not affected by the user giving focus away from the // game view. InputConfiguration.LockInputToGame = true; #endif if (InputSystem.devices.Count > 0) { Assert.Fail("Input system should not have devices after reset"); } }