Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

ClusterInput.AddInput

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 function AddInput(name: string, deviceName: string, serverUrl: string, index: int, type: ClusterInputType): bool;
public static bool AddInput(string name, string deviceName, string serverUrl, int index, ClusterInputType type);

Parameters

name Name of the input entry. This has to be unique.
deviceName Device name registered to VRPN server.
serverUrl URL to the vrpn server.
index Index of the Input entry, refer to vrpn.cfg if unsure.
type Type of the input.

Returns

bool True if the operation succeed.

Description

Add a new VRPN input entry.

The parameters are identical to how you add a input via “Project Setting > Cluster Input”. Input entry added via this method only valid for the lifetime of the application session. The added entry will not persist like those you added via the “Project Setting > Cluster Input”.

no example available in JavaScript
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void AddNewClusterInputEntry() { // Add a new entry named "new_button_1". Which is a mouse connected to VRPN at localhost. ClusterInput.AddInput("new_button_1", "mouse_0", "localhost", 0, ClusterInputType.Button); } }