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Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@
{
private const string kActionIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputAction.png";
private const string kAssetIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputActionAsset.png";
private const string kSettingsIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputSettingsAsset.png";

/// <summary>
/// Attempts to load the icon associated with an <see cref="InputActionAsset"/>.
Expand All @@ -32,6 +33,15 @@
{
return (Texture2D)EditorGUIUtility.Load(kActionIcon);
}

/// <summary>
/// Attempts to load the icon associated with an <see cref="InputSettings"/> asset.
/// </summary>
/// <returns>Icon resource reference or <code>null</code> if the resource could not be loaded.</returns>
internal static Texture2D LoadSettingsIcon()
{
return (Texture2D)EditorGUIUtility.Load(kSettingsIcon);
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low
Have you considered caching the loaded Texture2D in a static field? While EditorGUIUtility.Load performs some internal caching, maintaining a static reference in this loader class avoids the overhead of repeated lookups, which is beneficial since this method is called within OnEnable of the InputSettingsEditor.

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}

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}
}

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Original file line number Diff line number Diff line change
Expand Up @@ -211,7 +211,11 @@
{
// Create and install the settings. This will lead to an InputSystem.onSettingsChange event which in turn
// will cause us to re-initialize.
InputSystem.settings = InputAssetEditorUtils.CreateAsset(ScriptableObject.CreateInstance<InputSettings>(), relativePath);
var settings = ScriptableObject.CreateInstance<InputSettings>();
var icon = InputActionAssetIconLoader.LoadSettingsIcon();
if (icon != null)
EditorGUIUtility.SetIconForObject(settings, icon);
InputSystem.settings = InputAssetEditorUtils.CreateAsset(settings, relativePath);

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medium
Have you considered calling EditorGUIUtility.SetIconForObject after the asset is created via InputAssetEditorUtils.CreateAsset?

When SetIconForObject is called on a memory-only instance (created via ScriptableObject.CreateInstance), the icon association is often lost or not correctly persisted to the asset's metadata (.meta file) when it is subsequently saved to disk. To ensure the icon persists, it should be applied to the object once it has been registered as an asset in the AssetDatabase.

Suggested change
var settings = ScriptableObject.CreateInstance<InputSettings>();
var icon = InputActionAssetIconLoader.LoadSettingsIcon();
if (icon != null)
EditorGUIUtility.SetIconForObject(settings, icon);
InputSystem.settings = InputAssetEditorUtils.CreateAsset(settings, relativePath);
var settings = ScriptableObject.CreateInstance<InputSettings>();
var createdAsset = InputAssetEditorUtils.CreateAsset(settings, relativePath);
if (createdAsset != null)
{
var icon = InputActionAssetIconLoader.LoadSettingsIcon();
if (icon != null)
EditorGUIUtility.SetIconForObject(createdAsset, icon);
InputSystem.settings = createdAsset;
}

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}

private static void CreateNewSettingsAsset()
Expand Down Expand Up @@ -489,6 +493,13 @@
[CustomEditor(typeof(InputSettings))]
internal class InputSettingsEditor : UnityEditor.Editor
{
private void OnEnable()
{
var icon = InputActionAssetIconLoader.LoadSettingsIcon();
if (icon != null)
EditorGUIUtility.SetIconForObject(target, icon);
}

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medium
Calling EditorGUIUtility.SetIconForObject inside OnEnable of an Editor is an anti-pattern that can lead to several issues:

  1. Metadata Pollution: For assets, this method modifies the associated .meta file. Calling it in OnEnable ensures the metadata is potentially modified every time the asset is selected or the inspector is refreshed, causing unnecessary noise in Version Control Systems (e.g., Git, Perforce).
  2. Dirtying Assets: It may mark the asset as dirty, triggering "Save Changes" prompts or automatic saves when the user merely viewed the asset.
  3. Import Loops: In some Unity versions, modifying metadata can trigger an asset re-import, which might re-trigger OnEnable, potentially leading to a refresh loop.

It is recommended to set the icon once during asset creation or via an AssetPostprocessor rather than forcing it every time the inspector is enabled.

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public override void OnInspectorGUI()
{
EditorGUILayout.Space();
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