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    Class ActionMapInput

    Inheritance
    object
    InputControlProvider
    ActionMapInput
    AnnotationInput
    LocomotionInput
    MainMenuInput
    ProxyAnimatorInput
    RadialMenuInput
    SelectionInput
    SpatialMenuInput
    Standard
    ToolsMenuInput
    TrackedObject
    TransformInput
    UIActions
    UndoMenuInput
    VacuumInput
    WorkspaceInput
    Inherited Members
    InputControlProvider.controlDataList
    InputControlProvider.state
    InputControlProvider.SetControls(List<InputControlData>)
    InputControlProvider.GetControlData(int)
    InputControlProvider.controlCount
    InputControlProvider.this[int]
    InputControlProvider.this[string]
    InputControlProvider.SetControlNameOverride(int, string)
    InputControlProvider.lastEventTime
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: UnityEngine.InputNew
    Assembly: solution.dll
    Syntax
    public class ActionMapInput : InputControlProvider

    Constructors

    Name Description
    ActionMapInput(ActionMap)

    Fields

    Name Description
    onStatusChange

    Properties

    Name Description
    actionMap
    active
    autoReinitialize

    Control whether this ActionMapInput will attempt to reinitialize with applicable devices in order to process events

    blockSubsequent
    controlScheme
    resetOnActiveChanged

    Methods

    Name Description
    BeginFrame()
    BindControl(InputControlDescriptor, InputControl, bool)
    Create(ActionMap)
    CurrentlyUsesDevice(InputDevice)
    EndFrame()
    GetCurrentlyUsedDevices()
    GetPrimarySourceName(int, string)
    ProcessEvent(InputEvent)
    Reset(bool)
    ResetControl(InputControl)

    Reset controls that share the same source (potentially from another AMI)

    RevertCustomizations()
    TryInitializeWithDevices(IEnumerable<InputDevice>, IEnumerable<InputDevice>)

    Find the best control scheme for the available devices and initialize the action map input.

    It's important to note that an action map that can use either of two devices should have two of the same device listed in the control scheme. Otherwise, if the ActionMapInput is initialized with those two devices, the first device state found will override the other's device state. This becomes apparent when GetDeviceStateForDeviceSlot is called.

    Ex. Having a left and right VR controller where the action map can accept either controller's trigger button would cause issues if only one device was listed in the action map. Usually, this shows up as a ping-ponging issue where the ActionMapInput keeps getting re-initialized and binds different devices.

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