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    Class SpatialMenuInput

    Inheritance
    object
    InputControlProvider
    ActionMapInput
    SpatialMenuInput
    Inherited Members
    ActionMapInput.actionMap
    ActionMapInput.controlScheme
    ActionMapInput.active
    ActionMapInput.autoReinitialize
    ActionMapInput.blockSubsequent
    ActionMapInput.resetOnActiveChanged
    ActionMapInput.onStatusChange
    ActionMapInput.Create(ActionMap)
    ActionMapInput.TryInitializeWithDevices(IEnumerable<InputDevice>, IEnumerable<InputDevice>)
    ActionMapInput.ResetControl(InputControl)
    ActionMapInput.CurrentlyUsesDevice(InputDevice)
    ActionMapInput.ProcessEvent(InputEvent)
    ActionMapInput.Reset(bool)
    ActionMapInput.GetCurrentlyUsedDevices()
    ActionMapInput.BeginFrame()
    ActionMapInput.EndFrame()
    ActionMapInput.GetPrimarySourceName(int, string)
    ActionMapInput.BindControl(InputControlDescriptor, InputControl, bool)
    ActionMapInput.RevertCustomizations()
    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 SpatialMenuInput : ActionMapInput

    Constructors

    Name Description
    SpatialMenuInput(ActionMap)

    Properties

    Name Description
    cancel
    confirm
    grip
    leftStickX
    leftStickY
    localPosition
    localPositionX
    localPositionY
    localPositionZ
    localRotationQuaternion
    localRotationW
    localRotationX
    localRotationY
    localRotationZ
    select
    showMenu
    In This Article
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