Struct AxisState | Package Manager UI website
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    Struct AxisState

    Axis state for defining how to react to player input.
    The settings here control the responsiveness of the axis to player input.

    Inherited Members
    System.ValueType.Equals(System.Object)
    System.ValueType.GetHashCode()
    System.ValueType.ToString()
    System.Object.Equals(System.Object, System.Object)
    System.Object.GetType()
    System.Object.ReferenceEquals(System.Object, System.Object)
    Namespace: Cinemachine
    Syntax
    [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
    public struct AxisState

    Constructors

    AxisState(Single, Single, Boolean, Boolean, Single, Single, Single, String, Boolean)

    Constructor with specific values

    Declaration
    public AxisState(float minValue, float maxValue, bool wrap, bool rangeLocked, float maxSpeed, float accelTime, float decelTime, string name, bool invert)
    Parameters
    Type Name Description
    System.Single minValue
    System.Single maxValue
    System.Boolean wrap
    System.Boolean rangeLocked
    System.Single maxSpeed
    System.Single accelTime
    System.Single decelTime
    System.String name
    System.Boolean invert

    Fields

    m_AccelTime

    The amount of time in seconds it takes to accelerate to MaxSpeed with the supplied Axis at its maximum value

    Declaration
    public float m_AccelTime
    Field Value
    Type Description
    System.Single

    m_DecelTime

    The amount of time in seconds it takes to decelerate the axis to zero if the supplied axis is in a neutral position

    Declaration
    public float m_DecelTime
    Field Value
    Type Description
    System.Single

    m_InputAxisName

    The name of this axis as specified in Unity Input manager. Setting to an empty string will disable the automatic updating of this axis

    Declaration
    public string m_InputAxisName
    Field Value
    Type Description
    System.String

    m_InputAxisValue

    The value of the input axis. A value of 0 means no input You can drive this directly from a custom input system, or you can set the Axis Name and have the value driven by the internal Input Manager

    Declaration
    public float m_InputAxisValue
    Field Value
    Type Description
    System.Single

    m_InvertInput

    If checked, then the raw value of the input axis will be inverted before it is used.

    Declaration
    public bool m_InvertInput
    Field Value
    Type Description
    System.Boolean

    m_MaxSpeed

    How fast the axis value can travel. Increasing this number makes the behaviour more responsive to joystick input

    Declaration
    public float m_MaxSpeed
    Field Value
    Type Description
    System.Single

    m_MaxValue

    The maximum value for the axis

    Declaration
    public float m_MaxValue
    Field Value
    Type Description
    System.Single

    m_MinValue

    The minimum value for the axis

    Declaration
    public float m_MinValue
    Field Value
    Type Description
    System.Single

    m_Wrap

    If checked, then the axis will wrap around at the min/max values, forming a loop

    Declaration
    public bool m_Wrap
    Field Value
    Type Description
    System.Boolean

    Value

    The current value of the axis

    Declaration
    public float Value
    Field Value
    Type Description
    System.Single

    Methods

    Update(Single)

    Updates the state of this axis based on the axis defined by AxisState.m_AxisName

    Declaration
    public bool Update(float deltaTime)
    Parameters
    Type Name Description
    System.Single deltaTime

    Delta time in seconds

    Returns
    Type Description
    System.Boolean

    Returns true if this axis' input was non-zero this Update, flase otherwise

    Validate()

    Call from OnValidate: Make sure the fields are sensible

    Declaration
    public void Validate()
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