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Input

Namespace: UnityEngine

Description

Interface into the Input system.

Use this class to read the axes set up in the Input Manager, and to access multi-touch/accelerometer data on mobile devices.

To read an axis use Input.GetAxis with one of the following default axes: "Horizontal" and "Vertical" are mapped to joystick, A, W, S, D and the arrow keys. "Mouse X" and "Mouse Y" are mapped to the mouse delta. "Fire1", "Fire2" "Fire3" are mapped to Ctrl, Alt, Cmd keys and three mouse or joystick buttons. New input axes can be added in the Input Manager.

If you are using input for any kind of movement behaviour use Input.GetAxis. It gives you smoothed and configurable input that can be mapped to keyboard, joystick or mouse. Use Input.GetButton for action like events only. Don't use it for movement, Input.GetAxis will make the script code smaller and simpler.

Note also that the Input flags are not reset until "Update()", so its suggested you make all the Input Calls in the Update Loop.

Mobile Devices:

iOS and Android devices are capable of tracking multiple fingers touching the screen simultaneously. You can access data on the status of each finger touching screen during the last frame by accessing the Input.touches property array.

As a device moves, its accelerometer hardware reports linear acceleration changes along the three primary axes in three-dimensional space. You can use this data to detect both the current orientation of the device (relative to the ground) and any immediate changes to that orientation.

Acceleration along each axis is reported directly by the hardware as G-force values. A value of 1.0 represents a load of about +1g along a given axis while a value of -1.0 represents -1g. If you hold the device upright (with the home button at the bottom) in front of you, the X axis is positive along the right, the Y axis is positive directly up, and the Z axis is positive pointing toward you.

You can read the Input.acceleration property to get the accelerometer reading. You can also use the Input.deviceOrientation property to get a discrete evaluation of the device's orientation in three-dimensional space. Detecting a change in orientation can be useful if you want to create game behaviors when the user rotates the device to hold it differently.

Note that the accelerometer hardware can be polled more than once per frame. To access all accelerometer samples since the last frame, you can read the Input.accelerationEvents property array. This can be useful when reconstructing player motions, feeding acceleration data into a predictor, or implementing other precise motion analysis.

Static Variables

accelerationLast measured linear acceleration of a device in three-dimensional space. (Read Only)
accelerationEventCountNumber of acceleration measurements which occurred during last frame.
accelerationEventsReturns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).
anyKeyIs any key or mouse button currently held down? (Read Only)
anyKeyDownReturns true the first frame the user hits any key or mouse button. (Read Only)
compassProperty for accessing compass (handheld devices only). (Read Only)
compensateSensorsThis property controls if input sensors should be compensated for screen orientation.
compositionCursorPosThe current text input position used by IMEs to open windows.
compositionStringThe current IME composition string being typed by the user.
deviceOrientationDevice physical orientation as reported by OS. (Read Only)
gyroReturns default gyroscope.
imeCompositionModeControls enabling and disabling of IME input composition.
imeIsSelectedDoes the user have an IME keyboard input source selected?
inputStringReturns the keyboard input entered this frame. (Read Only)
locationProperty for accessing device location (handheld devices only). (Read Only)
mousePositionThe current mouse position in pixel coordinates. (Read Only)
multiTouchEnabledProperty indicating whether the system handles multiple touches.
simulateMouseWithTouchesEnables/Disables mouse simulation with touches on Windows Store Apps and Windows Phone 8. By default this option is enabled.
touchCountNumber of touches. Guaranteed not to change throughout the frame. (Read Only)
touchesReturns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).

Static Functions

GetAccelerationEventReturns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).
GetAxisReturns the value of the virtual axis identified by axisName.
GetAxisRawReturns the value of the virtual axis identified by axisName with no smoothing filtering applied.
GetButtonReturns true while the virtual button identified by buttonName is held down.
GetButtonDownReturns true during the frame the user pressed down the virtual button identified by buttonName.
GetButtonUpReturns true the first frame the user releases the virtual button identified by buttonName.
GetJoystickNamesReturns an array of strings describing the connected joysticks.
GetKeyReturns true while the user holds down the key identified by name. Think auto fire.
GetKeyDownReturns true during the frame the user starts pressing down the key identified by name.
GetKeyUpReturns true during the frame the user releases the key identified by name.
GetMouseButtonReturns whether the given mouse button is held down.
GetMouseButtonDownReturns true during the frame the user pressed the given mouse button.
GetMouseButtonUpReturns true during the frame the user releases the given mouse button.
GetTouchReturns object representing status of a specific touch. (Does not allocate temporary variables).
ResetInputAxesResets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.