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Input.GetAxis

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static function GetAxis(axisName: string): float;
static float GetAxis(string axisName);
static def GetAxis(axisName as string) as float

Description

Returns the value of the virtual axis identified by axisName.

The value will be in the range -1...1 for keyboard and joystick input. If the axis is setup to be delta mouse movement, the mouse delta is multiplied by the axis sensitivity and the range is not -1...1.

This is frame-rate independent; you do not need to be concerned about varying frame-rates when using this value.

	// A very simplistic car driving on the x-z plane.

var speed : float = 10.0; var rotationSpeed : float = 100.0;

function Update () { // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 var translation : float = Input.GetAxis ("Vertical") * speed; var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed; // Make it move 10 meters per second instead of 10 meters per frame... translation *= Time.deltaTime; rotation *= Time.deltaTime; // Move translation along the object's z-axis transform.Translate (0, 0, translation); // Rotate around our y-axis transform.Rotate (0, rotation, 0); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float speed = 10.0F;
    public float rotationSpeed = 100.0F;
    void Update() {
        float translation = Input.GetAxis("Vertical") * speed;
        float rotation = Input.GetAxis("Horizontal") * rotationSpeed;
        translation *= Time.deltaTime;
        rotation *= Time.deltaTime;
        transform.Translate(0, 0, translation);
        transform.Rotate(0, rotation, 0);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public speed as float = 10.0F

	public rotationSpeed as float = 100.0F

	def Update() as void:
		translation as float = (Input.GetAxis('Vertical') * speed)
		rotation as float = (Input.GetAxis('Horizontal') * rotationSpeed)
		translation *= Time.deltaTime
		rotation *= Time.deltaTime
		transform.Translate(0, 0, translation)
		transform.Rotate(0, rotation, 0)

	// Performs a mouse look.

var horizontalSpeed : float = 2.0; var verticalSpeed : float = 2.0; function Update () { // Get the mouse delta. This is not in the range -1...1 var h : float = horizontalSpeed * Input.GetAxis ("Mouse X"); var v : float = verticalSpeed * Input.GetAxis ("Mouse Y"); transform.Rotate (v, h, 0); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float horizontalSpeed = 2.0F;
    public float verticalSpeed = 2.0F;
    void Update() {
        float h = horizontalSpeed * Input.GetAxis("Mouse X");
        float v = verticalSpeed * Input.GetAxis("Mouse Y");
        transform.Rotate(v, h, 0);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public horizontalSpeed as float = 2.0F

	public verticalSpeed as float = 2.0F

	def Update() as void:
		h as float = (horizontalSpeed * Input.GetAxis('Mouse X'))
		v as float = (verticalSpeed * Input.GetAxis('Mouse Y'))
		transform.Rotate(v, h, 0)