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    Class InputAxisControllerBase<T>

    This is a base class for a behaviour that is used to drive IInputAxisOwner behaviours, which it discovers dynamically. It is the bridge between the input system and Cinemachine cameras that require user input. Add it to a Cinemachine camera that needs it. If you want to read inputs from a third-party source, then you must specialize this class with an appropriate implementation of IInputAxisReader.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    InputAxisControllerBase<T>
    CinemachineInputAxisController
    Implements
    IInputAxisController
    Inherited Members
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    Namespace: Unity.Cinemachine
    Assembly: solution.dll
    Syntax
    [ExecuteAlways]
    public abstract class InputAxisControllerBase<T> : MonoBehaviour, IInputAxisController where T : IInputAxisReader, new()
    Type Parameters
    Name Description
    T

    The axis reader that will read the inputs.

    Fields

    Name Description
    ScanRecursively

    If set, a recursive search for IInputAxisOwners behaviours will be performed.
    Otherwise, only behaviours attached directly to this GameObject will be considered, and child objects will be ignored.

    SuppressInputWhileBlending

    If set, input will not be processed while the Cinemachine Camera is participating in a blend.

    Properties

    Name Description
    Controllers

    This list is dynamically populated based on the discovered axes

    Methods

    Name Description
    InitializeControllerDefaultsForAxis(in AxisDescriptor, Controller)

    Creates default controllers for an axis. Override this if the default axis controllers do not fit your axes.

    OnDisable()

    Called by Unity when the inspector component is disabled

    OnEnable()

    Called by Unity when the inspector component is enabled

    OnValidate()

    Editor only: Called by Unity when the component is serialized or the inspector is changed.

    Reset()

    Called by Unity when the component is reset.

    SynchronizeControllers()

    Normally we should have one controller per IInputAxisOwner axis.
    This will create missing controllers (in their default state) and remove any that are no longer relevant. This is costly - do not call it every frame.

    UpdateControllers()

    Read all the controllers and process their input.

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