An Input Module is where the main logic of an event systemA way of sending events to objects in the application based on input, be it keyboard, mouse, touch, or custom input. The Event System consists of a few components that work together to send events. More info
See in Glossary can be configured and customised. Out of the box there are two provided Input Modules, one designed for Standalone, and one designed for Touch input. Each module receives and dispatches events as you would expect on the given configuration.
Input modules are where the ‘business logic’ of the Event System take place. When the Event System is enabled it looks at what Input Modules are attached and passes update handling to the specific module.
Input modules are designed to be extended or modified based on the input systems that you wish to support. Their purpose is to map hardware specific input (such as touch, joystick, mouse, motion controller) into events that are sent via the messaging system.
The built in Input Modules are designed to support common game configurations such as touch input, controller input, keyboard input, and mouse input. They send a variety of events to controls in the application, if you implement the specific interfaces on your MonoBehaviours. All of the UI(User Interface) Allows a user to interact with your application. More info
See in Glossary components implement the interfaces that make sense for the given componentA functional part of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More info
See in Glossary.
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