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CHANGE: Removing old mentions of UNITY_2022 (#2353)
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Assets/Tests/InputSystem/CorePerformanceTests.cs

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@@ -1100,8 +1100,6 @@ public void Performance_OptimizedControls_ReadingPose4kTimes(OptimizationTestTyp
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#endif
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#if UNITY_2022_3_OR_NEWER
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// All the profiler markers in the package code.
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// Needed for the tests below.
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string[] allInputSystemProfilerMarkers =
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EnhancedTouchSupport.Disable();
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}
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#endif
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}

Assets/Tests/InputSystem/CoreTests_Editor.cs

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@@ -3393,12 +3393,10 @@ internal static Type Compile(string code, string typeName, string options = null
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var cp = new CompilerParameters { CompilerOptions = options };
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cp.ReferencedAssemblies.Add(typeof(UnityEngine.Vector2).Assembly.Location);
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cp.ReferencedAssemblies.Add("Library/ScriptAssemblies/Unity.InputSystem.dll");
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#if UNITY_2022_1_OR_NEWER
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// Currently there is are cross-references to netstandard, e.g. System.IEquatable<UnityEngine.Vector2>, System.IFormattable
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// causing compilation failure for 2022 versions. This is a workaround for running these tests.
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var netstandard = Assembly.Load("netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51");
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cp.ReferencedAssemblies.Add(netstandard.Location);
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#endif
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var cr = codeProvider.CompileAssemblyFromSource(cp, code);
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var assembly = cr.CompiledAssembly;

Assets/Tests/InputSystem/Plugins/UITests.cs

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@@ -3920,7 +3920,6 @@ public void UI_CanDriveVirtualMouseCursorFromGamepad()
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// to our manifest without breaking test runs with previous versions of Unity. However, in 2021.2, all the UITK functionality
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// has moved into the com.unity.modules.uielements module which is also available in previous versions of Unity. This way we
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// can have a reference to UITK that doesn't break things in previous versions of Unity.
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#if UNITY_2022_3_OR_NEWER
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[UnityTest]
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[Category("UI")]
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[TestCase(UIPointerBehavior.AllPointersAsIs, ExpectedResult = 1)]
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#endif
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}
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}
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#endif
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static bool[] canRunInBackgroundValueSource = new[] { false, true };
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