Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Input.mouseScrollDelta

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static var mouseScrollDelta: Vector2;
public static Vector2 mouseScrollDelta;

Description

The current mouse scroll delta. (Read Only)

Input.mouseScrollDelta is stored in a Vector2.y property. (The Vector2.x value is ignored.) Input.mouseScrollDelta can be positive (up) or negative (down). The value is zero when the mouse scroll is not rotated. Note that a mouse with a center scroll wheel is typical on a PC. Modern macOS uses double finger movement up and down on the trackpad to emulate center scrolling. The value returned by mouseScrollDelta will need to be adjusted according to the scroll rate. In the example below a scale of 0.1f is used.

Note that mouseScrollDelta is read-only.

#pragma strict
// Input.mouseScrollDelta example
//
// Create a sphere moved by a mouse scrollwheel or two-finger
// slide on a Mac trackpad.
private var sphere: Transform;
private var scale: float;
function Awake() {
	var go: GameObject = GameObject.CreatePrimitive(PrimitiveType.Sphere);
	sphere = go.transform;
	// create a yellow quad
	go = GameObject.CreatePrimitive(PrimitiveType.Quad);
	go.transform.Rotate(new Vector3(90.0f, 0.0f, 0.0f));
	go.transform.localScale = new Vector3(4.0f, 4.0f, 4.0f);
	go.GetComponent.<Renderer>().material.color = new Color(0.75f, 0.75f, 0.0f, 0.5f);
	// change the camera color and position
	Camera.main.clearFlags = CameraClearFlags.SolidColor;
	Camera.main.transform.position = new Vector3(2, 1, 5);
	Camera.main.transform.Rotate(0, -160, 0);
	scale = 0.1f;
}
function OnGUI() {
	var pos: Vector3 = sphere.position;
	pos.y += Input.mouseScrollDelta.y * scale;
	sphere.position = pos;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Input.mouseScrollDelta example // // Create a sphere moved by a mouse scrollwheel or two-finger // slide on a Mac trackpad.

public class ExampleClass : MonoBehaviour { private Transform sphere; private float scale;

void Awake() { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere = go.transform;

// create a yellow quad go = GameObject.CreatePrimitive(PrimitiveType.Quad); go.transform.Rotate(new Vector3(90.0f, 0.0f, 0.0f)); go.transform.localScale = new Vector3(4.0f, 4.0f, 4.0f); go.GetComponent<Renderer>().material.color = new Color(0.75f, 0.75f, 0.0f, 0.5f);

// change the camera color and position Camera.main.clearFlags = CameraClearFlags.SolidColor; Camera.main.transform.position = new Vector3(2, 1, 5); Camera.main.transform.Rotate(0, -160, 0);

scale = 0.1f; }

void OnGUI() { Vector3 pos = sphere.position; pos.y += Input.mouseScrollDelta.y * scale; sphere.position = pos; } }

Did you find this page useful? Please give it a rating: