Class InputSystem
This is the central hub for the input system.
Inheritance
Inherited Members
Namespace: UnityEngine.Experimental.Input
Syntax
public static class InputSystem
Properties
devices
The list of currently connected devices.
Declaration
public static ReadOnlyArray<InputDevice> devices { get; }
Property Value
Type | Description |
---|---|
ReadOnlyArray<InputDevice> |
Remarks
Note that accessing this property does not allocate. It gives read-only access directly to the system's internal array of devices.
The value returned by this property should not be held on to. When the device setup in the system changes, any value previously returned by this property becomes invalid. Query the property directly whenever you need it.
disconnectedDevices
Devices that have been disconnected but are retained by the input system in case they are plugged back in.
Declaration
public static ReadOnlyArray<InputDevice> disconnectedDevices { get; }
Property Value
Type | Description |
---|---|
ReadOnlyArray<InputDevice> |
Remarks
During gameplay it is undesirable to have the system allocate and release managed memory
as devices are unplugged and plugged back in as it would ultimately lead to GC spikes
during gameplay. To avoid that, input devices that have been reported by the
Note that the devices moved to disconnected status will still see a Removed notification and a Added notification when plugged back in.
To determine if a newly discovered device is one we have seen before, the system uses a
simple approach of comparing
For example, it is often not possible to determine with 100% certainty whether an identical looking device to one we've previously seen on a different USB port is indeed the very same device. OSs will usually reattach a USB device to its previous instance if it is plugged into the same USB port but create a new instance of the same device is plugged into a different port.
For devices that do relay their
The list can be purged by calling
Note that if you call RemoveDevice(InputDevice) explicitly, the given device is not retained by the input system and will not appear on this list.
Also note that devices on this list will be lost when domain reloads happen in the editor (i.e. on script recompilation and when entering play mode).
See Also
pollingFrequency
Frequency at which devices that need polling are being queried in the background.
Declaration
public static float pollingFrequency { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
Input data is gathered from platform APIs either as events or polled periodically.
In the former case, where we get input as events, the platform is responsible for monitoring
input devices and accumulating their state changes which the input runtime then periodically
queries and sends off as
In the latter case, where input has to be explicitly polled from the system, the input runtime will periodically sample the state of input devices and send it off as input events. Wherever possible, this happens in the background at a fixed frequency. The pollingFrequency property controls the rate at which the sampling happens.
The unit is Hertz. A value of 120, for example, means that devices are sampled 120 times per second.
The default polling frequency is 60 Hz.
For devices that are polled, the frequency setting will directly translate to changes in the
Note that it depends on the platform which devices are polled (if any). On Win32, for example, only XInput gamepads are polled.
Also note that the polling frequency applies to all devices that are polled. It is not possible to set polling frequency on a per-device basis.
remoting
The local InputRemoting instance which can mirror local input to a remote input system or can make input in a remote system available locally.
Declaration
public static InputRemoting remoting { get; }
Property Value
Type | Description |
---|---|
InputRemoting |
Remarks
In the editor, this is always initialized. In players, this will be null if remoting is disabled (which it is by default in release players).
settings
Declaration
public static InputSettings settings { get; set; }
Property Value
Type | Description |
---|---|
InputSettings |
version
The current version of the input system package.
Declaration
public static Version version { get; }
Property Value
Type | Description |
---|---|
Version |
Methods
AddDevice(InputDeviceDescription)
Declaration
public static InputDevice AddDevice(InputDeviceDescription description)
Parameters
Type | Name | Description |
---|---|---|
InputDeviceDescription | description |
Returns
Type | Description |
---|---|
InputDevice |
AddDevice(String, String, String)
Add a new device by instantiating the given device layout.
Declaration
public static InputDevice AddDevice(string layout, string name = null, string variants = null)
Parameters
Type | Name | Description |
---|---|---|
System.String | layout | Name of the layout to instantiate. Must be a device layout. Note that layout names are case-insensitive. |
System.String | name | Name to assign to the device. If null, the layout name is used instead. Note that device names are made unique automatically by the system by appending numbers to them (e.g. "gamepad", "gamepad1", "gamepad2", etc.). |
System.String | variants | Semicolon-separated list of layout variants to use for the device. |
Returns
Type | Description |
---|---|
InputDevice | The newly created input device. |
Remarks
Note that adding a device to the system will allocate and also create garbage on the GC heap.
Examples
InputSystem.AddDevice("Gamepad");
AddDevice(InputDevice)
Declaration
public static void AddDevice(InputDevice device)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device |
AddDevice<TDevice>(String)
Declaration
public static TDevice AddDevice<TDevice>(string name = null)where TDevice : InputDevice
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
Returns
Type | Description |
---|---|
TDevice |
Type Parameters
Name | Description |
---|---|
TDevice |
AddDeviceUsage(InputDevice, InternedString)
Declaration
public static void AddDeviceUsage(InputDevice device, InternedString usage)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device | |
InternedString | usage |
AddStateChangeMonitor(InputControl, Action<InputControl, Double, InputEventPtr, Int64>, Int32, Action<InputControl, Double, Int64, Int32>)
Declaration
public static IInputStateChangeMonitor AddStateChangeMonitor(InputControl control, Action<InputControl, double, InputEventPtr, long> valueChangeCallback, int monitorIndex = -1, Action<InputControl, double, long, int> timerExpiredCallback = null)
Parameters
Type | Name | Description |
---|---|---|
InputControl | control | |
Action<InputControl, System.Double, InputEventPtr, System.Int64> | valueChangeCallback | |
System.Int32 | monitorIndex | |
Action<InputControl, System.Double, System.Int64, System.Int32> | timerExpiredCallback |
Returns
Type | Description |
---|---|
IInputStateChangeMonitor |
AddStateChangeMonitor(InputControl, IInputStateChangeMonitor, Int64)
Declaration
public static void AddStateChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1L)
Parameters
Type | Name | Description |
---|---|---|
InputControl | control | |
IInputStateChangeMonitor | monitor | |
System.Int64 | monitorIndex |
AddStateChangeMonitorTimeout(InputControl, IInputStateChangeMonitor, Double, Int64, Int32)
Put a timeout on a previously registered state change monitor.
Declaration
public static void AddStateChangeMonitorTimeout(InputControl control, IInputStateChangeMonitor monitor, double time, long monitorIndex = -1L, int timerIndex = -1)
Parameters
Type | Name | Description |
---|---|---|
InputControl | control | |
IInputStateChangeMonitor | monitor | |
System.Double | time | |
System.Int64 | monitorIndex | |
System.Int32 | timerIndex |
Remarks
If by the given time, no state change has been registered on the control monitored
by the given monitor,
DisableAllEnabledActions()
Disable all actions (and implicitly all action sets) that are currently enabled.
Declaration
public static void DisableAllEnabledActions()
See Also
DisableDevice(InputDevice)
Declaration
public static void DisableDevice(InputDevice device)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device |
EnableDevice(InputDevice)
Declaration
public static void EnableDevice(InputDevice device)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device |
FindControls(String)
Find all controls that match the given InputControlPath.
Declaration
public static InputControlList<InputControl> FindControls(string path)
Parameters
Type | Name | Description |
---|---|---|
System.String | path |
Returns
Type | Description |
---|---|
InputControlList<InputControl> |
Examples
// Find all gamepads (literally: that use the "Gamepad" layout).
InputSystem.FindControls("<Gamepad>");
// Find all sticks on all gamepads.
InputSystem.FindControls("<Gamepad>/*stick");
// Same but filter stick by type rather than by name.
InputSystem.FindControls<StickControl>("<Gamepad>/*");
See Also
FindControls<TControl>(String)
Declaration
public static InputControlList<TControl> FindControls<TControl>(string path)where TControl : InputControl
Parameters
Type | Name | Description |
---|---|---|
System.String | path |
Returns
Type | Description |
---|---|
InputControlList<TControl> |
Type Parameters
Name | Description |
---|---|
TControl |
FindControls<TControl>(String, ref InputControlList<TControl>)
Declaration
public static int FindControls<TControl>(string path, ref InputControlList<TControl> controls)where TControl : InputControl
Parameters
Type | Name | Description |
---|---|---|
System.String | path | |
InputControlList<TControl> | controls |
Returns
Type | Description |
---|---|
System.Int32 |
Type Parameters
Name | Description |
---|---|
TControl |
GetDevice(String)
Declaration
public static InputDevice GetDevice(string nameOrLayout)
Parameters
Type | Name | Description |
---|---|---|
System.String | nameOrLayout |
Returns
Type | Description |
---|---|
InputDevice |
GetDevice<TDevice>()
Declaration
public static TDevice GetDevice<TDevice>()where TDevice : InputDevice
Returns
Type | Description |
---|---|
TDevice |
Type Parameters
Name | Description |
---|---|
TDevice |
GetDevice<TDevice>(InternedString)
Declaration
public static TDevice GetDevice<TDevice>(InternedString usage)where TDevice : InputDevice
Parameters
Type | Name | Description |
---|---|---|
InternedString | usage |
Returns
Type | Description |
---|---|
TDevice |
Type Parameters
Name | Description |
---|---|
TDevice |
GetDevice<TDevice>(String)
Declaration
public static TDevice GetDevice<TDevice>(string usage)where TDevice : InputDevice
Parameters
Type | Name | Description |
---|---|---|
System.String | usage |
Returns
Type | Description |
---|---|
TDevice |
Type Parameters
Name | Description |
---|---|
TDevice |
GetDeviceById(Int32)
Look up a device by its unique ID.
Declaration
public static InputDevice GetDeviceById(int deviceId)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | deviceId | Unique ID of device. Such as given by |
Returns
Type | Description |
---|---|
InputDevice | The device for the given ID or null if no device with the given ID exists (or no longer exists). |
Remarks
Device IDs are not reused in a given session of the application (or Unity editor).
See Also
GetMetrics()
Declaration
public static InputMetrics GetMetrics()
Returns
Type | Description |
---|---|
InputMetrics |
GetUnsupportedDevices()
Return the list of devices that have been reported by the
Declaration
public static List<InputDeviceDescription> GetUnsupportedDevices()
Returns
Type | Description |
---|---|
List<InputDeviceDescription> | A list of descriptions of devices that could not be recognized. |
Remarks
If new layouts are added to the system or if additional
See Also
GetUnsupportedDevices(List<InputDeviceDescription>)
Declaration
public static int GetUnsupportedDevices(List<InputDeviceDescription> descriptions)
Parameters
Type | Name | Description |
---|---|---|
List<InputDeviceDescription> | descriptions |
Returns
Type | Description |
---|---|
System.Int32 |
ListEnabledActions()
Return a list of all the actions that are currently enabled in the system.
Declaration
public static List<InputAction> ListEnabledActions()
Returns
Type | Description |
---|---|
List<InputAction> | A new list instance containing all currently enabled actions. |
Remarks
To avoid allocations, use ListEnabledActions(List<InputAction>).
See Also
ListEnabledActions(List<InputAction>)
Add all actions that are currently enabled in the system to the given list.
Declaration
public static int ListEnabledActions(List<InputAction> actions)
Parameters
Type | Name | Description |
---|---|---|
List<InputAction> | actions | List to add actions to. |
Returns
Type | Description |
---|---|
System.Int32 | The number of actions added to the list. |
Remarks
If the capacity of the given list is large enough, this method will not allocate memory.
ListInteractions()
Declaration
public static IEnumerable<string> ListInteractions()
Returns
Type | Description |
---|---|
IEnumerable<System.String> |
ListLayouts()
Return a list with the names of all layouts that have been registered.
Declaration
public static List<string> ListLayouts()
Returns
Type | Description |
---|---|
List<System.String> | A list of layout names. |
See Also
ListLayouts(List<String>)
Add the names of all layouts that have been registered to the given list.
Declaration
public static int ListLayouts(List<string> list)
Parameters
Type | Name | Description |
---|---|---|
List<System.String> | list | List to add the layout names to. |
Returns
Type | Description |
---|---|
System.Int32 | The number of names added to list. |
Remarks
If the capacity of the given list is large enough, this method will not allocate.
ListLayoutsBasedOn(String)
Declaration
public static List<string> ListLayoutsBasedOn(string baseLayout)
Parameters
Type | Name | Description |
---|---|---|
System.String | baseLayout |
Returns
Type | Description |
---|---|
List<System.String> |
ListLayoutsBasedOn(String, List<String>)
Declaration
public static int ListLayoutsBasedOn(string baseLayout, List<string> list)
Parameters
Type | Name | Description |
---|---|---|
System.String | baseLayout | |
List<System.String> | list |
Returns
Type | Description |
---|---|
System.Int32 |
ListProcessors()
Declaration
public static IEnumerable<string> ListProcessors()
Returns
Type | Description |
---|---|
IEnumerable<System.String> |
PauseHaptics()
Pause haptic effect playback on all devices.
Declaration
public static void PauseHaptics()
Remarks
Calls PauseHaptics() on all InputDevice that implement the interface.
Examples
// When going into the menu from gameplay, pause haptics.
gameplayControls.backAction.onPerformed +=
ctx =>
{
gameplayControls.Disable();
menuControls.Enable();
InputSystem.PauseHaptics();
};
See Also
QueueConfigChangeEvent(InputDevice, Double)
Declaration
public static void QueueConfigChangeEvent(InputDevice device, double time = -1)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device | |
System.Double | time |
QueueDeltaStateEvent<TDelta>(InputControl, TDelta, Double)
Declaration
public static void QueueDeltaStateEvent<TDelta>(InputControl control, TDelta delta, double time = -1)where TDelta : struct
Parameters
Type | Name | Description |
---|---|---|
InputControl | control | |
TDelta | delta | |
System.Double | time |
Type Parameters
Name | Description |
---|---|
TDelta |
QueueEvent(InputEventPtr)
Declaration
public static void QueueEvent(InputEventPtr eventPtr)
Parameters
Type | Name | Description |
---|---|---|
InputEventPtr | eventPtr |
QueueEvent<TEvent>(ref TEvent)
Declaration
public static void QueueEvent<TEvent>(ref TEvent inputEvent)where TEvent : struct, IInputEventTypeInfo
Parameters
Type | Name | Description |
---|---|---|
TEvent | inputEvent |
Type Parameters
Name | Description |
---|---|
TEvent |
QueueStateEvent<TState>(InputDevice, TState, Double)
Declaration
public static void QueueStateEvent<TState>(InputDevice device, TState state, double time = -1)where TState : struct, IInputStateTypeInfo
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device | |
TState | state | |
System.Double | time |
Type Parameters
Name | Description |
---|---|
TState |
QueueTextEvent(InputDevice, Char, Double)
Queue a text input event on the given device.
Declaration
public static void QueueTextEvent(InputDevice device, char character, double time = -1)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device | Device to queue the event on. |
System.Char | character | Text character to input through the event. |
System.Double | time | Optional event time stamp. If not supplied, the current time will be used. |
RegisterBindingComposite(Type, String)
Declaration
public static void RegisterBindingComposite(Type type, string name)
Parameters
Type | Name | Description |
---|---|---|
Type | type | |
System.String | name |
RegisterBindingComposite<T>(String)
Declaration
public static void RegisterBindingComposite<T>(string name = null)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
Type Parameters
Name | Description |
---|---|
T |
RegisterControlProcessor(Type, String)
Register an IInputControlProcessor<TValue> with the system.
Declaration
public static void RegisterControlProcessor(Type type, string name = null)
Parameters
Type | Name | Description |
---|---|---|
Type | type | Type that implements IInputControlProcessor<TValue>. |
System.String | name | Name to use for the processor. If null or empty, name will be taken from short name of type (if it ends in "Processor", that suffix will be clipped from the name). |
RegisterControlProcessor<T>(String)
Declaration
public static void RegisterControlProcessor<T>(string name = null)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
Type Parameters
Name | Description |
---|---|
T |
RegisterInteraction(Type, String)
Declaration
public static void RegisterInteraction(Type type, string name = null)
Parameters
Type | Name | Description |
---|---|---|
Type | type | |
System.String | name |
RegisterInteraction<T>(String)
Declaration
public static void RegisterInteraction<T>(string name = null)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
Type Parameters
Name | Description |
---|---|
T |
RegisterLayout(String, String, Nullable<InputDeviceMatcher>)
Register a layout in JSON format.
Declaration
public static void RegisterLayout(string json, string name = null, InputDeviceMatcher? matches = null)
Parameters
Type | Name | Description |
---|---|---|
System.String | json | Layout in JSON format. |
System.String | name | Optional name of the layout. If null or empty, the name is taken from the "name"
property of the JSON data. If it is supplied, it will override the "name" property if present. If neither
is supplied, an |
System.Nullable<InputDeviceMatcher> | matches |
Remarks
Note that most errors in layouts will only be detected when instantiated (i.e. when a device or control is being created from a layout). The JSON data will, however, be parsed once on registration to check for a device description in the layout. JSON format errors will thus be detected during registration.
Examples
InputSystem.RegisterLayout(@"
{
""name"" : ""MyDevice"",
""controls"" : [
{
""name"" : ""myThing"",
""layout"" : ""MyControl"",
""usage"" : ""LeftStick""
}
]
}
);
RegisterLayout(Type, String, Nullable<InputDeviceMatcher>)
Register a control layout based on a type.
Declaration
public static void RegisterLayout(Type type, string name = null, InputDeviceMatcher? matches = null)
Parameters
Type | Name | Description |
---|---|---|
Type | type | Type to derive a control layout from. Must be derived from InputControl. |
System.String | name | Name to use for the layout. If null or empty, the short name of the type will be used. |
System.Nullable<InputDeviceMatcher> | matches | Optional device description. If this is supplied, the layout will automatically be instantiated for newly discovered devices that match the description. |
Remarks
When the layout is instantiated, the system will reflect on all public fields and properties of the type
which have a value type derived from InputControl or which are annotated with
RegisterLayout<T>(String, Nullable<InputDeviceMatcher>)
Register a type as a control layout.
Declaration
public static void RegisterLayout<T>(string name = null, InputDeviceMatcher? matches = null)where T : InputControl
Parameters
Type | Name | Description |
---|---|---|
System.String | name | Name to use for the layout. If null or empty, the short name of the type will be used. |
System.Nullable<InputDeviceMatcher> | matches | Optional device description. If this is supplied, the layout will automatically be instantiated for newly discovered devices that match the description. |
Type Parameters
Name | Description |
---|---|
T | Type to derive a control layout from. |
Remarks
When the layout is instantiated, the system will reflect on all public fields and properties of the type
which have a value type derived from InputControl or which are annotated with
RegisterLayoutBuilder(Expression<Func<InputControlLayout>>, String, String, Nullable<InputDeviceMatcher>)
Declaration
public static void RegisterLayoutBuilder(Expression<Func<InputControlLayout>> builderExpression, string name, string baseLayout = null, InputDeviceMatcher? matches = null)
Parameters
Type | Name | Description |
---|---|---|
Expression<Func<InputControlLayout>> | builderExpression | |
System.String | name | |
System.String | baseLayout | |
System.Nullable<InputDeviceMatcher> | matches |
RegisterLayoutMatcher(String, InputDeviceMatcher)
Declaration
public static void RegisterLayoutMatcher(string layoutName, InputDeviceMatcher matcher)
Parameters
Type | Name | Description |
---|---|---|
System.String | layoutName | |
InputDeviceMatcher | matcher |
RegisterLayoutMatcher<TDevice>(InputDeviceMatcher)
Declaration
public static void RegisterLayoutMatcher<TDevice>(InputDeviceMatcher matcher)where TDevice : InputDevice
Parameters
Type | Name | Description |
---|---|---|
InputDeviceMatcher | matcher |
Type Parameters
Name | Description |
---|---|
TDevice |
RegisterLayoutOverride(String, String)
Register a layout that applies overrides to one or more other layouts.
Declaration
public static void RegisterLayoutOverride(string json, string name = null)
Parameters
Type | Name | Description |
---|---|---|
System.String | json | Layout in JSON format. |
System.String | name | Optional name of the layout. If null or empty, the name is taken from the "name"
property of the JSON data. If it is supplied, it will override the "name" property if present. If neither
is supplied, an |
Remarks
Layout overrides are layout pieces that are applied on top of existing layouts. This can be used to modify any layout in the system non-destructively. The process works the same as extending an existing layout except that instead of creating a new layout by merging the derived layout and the base layout, the overrides are merged directly into the base layout.
Layouts used as overrides look the same as normal layouts and have the same format. The only difference is that they are explicitly registered as overrides.
Note that unlike "normal" layouts, layout overrides have the ability to extend multiple base layouts.
RemoveDevice(InputDevice)
Declaration
public static void RemoveDevice(InputDevice device)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device |
RemoveDeviceUsage(InputDevice, InternedString)
Declaration
public static void RemoveDeviceUsage(InputDevice device, InternedString usage)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device | |
InternedString | usage |
RemoveDisconnectedDevices()
Purge all disconnected devices from disconnectedDevices.
Declaration
public static void RemoveDisconnectedDevices()
Remarks
This will release all references held on to for these devices or any of their controls and will allow the devices to be reclaimed by the garbage collector.
See Also
RemoveLayout(String)
Remove an already registered layout from the system.
Declaration
public static void RemoveLayout(string name)
Parameters
Type | Name | Description |
---|---|---|
System.String | name | Name of the layout to remove. Note that layout names are case-insensitive. |
Remarks
Note that removing a layout also removes all devices that directly or indirectly use the layout.
This method can be used to remove both control or device layouts.
RemoveStateChangeMonitor(InputControl, IInputStateChangeMonitor, Int64)
Declaration
public static void RemoveStateChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1L)
Parameters
Type | Name | Description |
---|---|---|
InputControl | control | |
IInputStateChangeMonitor | monitor | |
System.Int64 | monitorIndex |
RemoveStateChangeMonitorTimeout(IInputStateChangeMonitor, Int64, Int32)
Declaration
public static void RemoveStateChangeMonitorTimeout(IInputStateChangeMonitor monitor, long monitorIndex = -1L, int timerIndex = -1)
Parameters
Type | Name | Description |
---|---|---|
IInputStateChangeMonitor | monitor | |
System.Int64 | monitorIndex | |
System.Int32 | timerIndex |
ResetHaptics()
Stop haptic effect playback on all devices.
Declaration
public static void ResetHaptics()
Remarks
Will reset haptics effects on all devices to their default state.
Calls ResetHaptics() on all InputDevice that implement the interface.
ResumeHaptics()
Resume haptic effect playback on all devices.
Declaration
public static void ResumeHaptics()
Remarks
Calls ResumeHaptics() on all InputDevice that implement the interface.
See Also
SetDeviceUsage(InputDevice, InternedString)
Declaration
public static void SetDeviceUsage(InputDevice device, InternedString usage)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device | |
InternedString | usage |
SetDeviceUsage(InputDevice, String)
Declaration
public static void SetDeviceUsage(InputDevice device, string usage)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device | |
System.String | usage |
SetLayoutVariant(InputControl, String)
Declaration
public static void SetLayoutVariant(InputControl control, string variant)
Parameters
Type | Name | Description |
---|---|---|
InputControl | control | |
System.String | variant |
TryFindMatchingLayout(InputDeviceDescription)
Try to match a description for an input device to a layout.
Declaration
public static string TryFindMatchingLayout(InputDeviceDescription deviceDescription)
Parameters
Type | Name | Description |
---|---|---|
InputDeviceDescription | deviceDescription | Description of an input device. |
Returns
Type | Description |
---|---|
System.String | Name of the layout that has been matched to the given description or null if no matching layout was found. |
Remarks
Layouts are matched by the
Examples
var layoutName = InputSystem.TryFindMatchingLayout(
new InputDeviceDescription
{
product = "Xbox Wired Controller",
manufacturer = "Microsoft"
}
);
TryGetBindingComposite(String)
Declaration
public static Type TryGetBindingComposite(string name)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
Returns
Type | Description |
---|---|
Type |
TryGetInteraction(String)
Declaration
public static Type TryGetInteraction(string name)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
Returns
Type | Description |
---|---|
Type |
TryGetProcessor(String)
Declaration
public static Type TryGetProcessor(string name)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
Returns
Type | Description |
---|---|
Type |
TryLoadLayout(String)
Try to load a layout instance.
Declaration
public static InputControlLayout TryLoadLayout(string name)
Parameters
Type | Name | Description |
---|---|---|
System.String | name | Name of the layout to load. Note that layout names are case-insensitive. |
Returns
Type | Description |
---|---|
InputControlLayout | The constructed layout instance or null if no layout of the given name could be found. |
TryLoadLayout<TControl>()
Declaration
public static InputControlLayout TryLoadLayout<TControl>()where TControl : InputControl
Returns
Type | Description |
---|---|
InputControlLayout |
Type Parameters
Name | Description |
---|---|
TControl |
TryResetDevice(InputDevice)
Declaration
public static bool TryResetDevice(InputDevice device)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device |
Returns
Type | Description |
---|---|
System.Boolean |
TrySyncDevice(InputDevice)
Declaration
public static bool TrySyncDevice(InputDevice device)
Parameters
Type | Name | Description |
---|---|---|
InputDevice | device |
Returns
Type | Description |
---|---|
System.Boolean |
Update()
Declaration
public static void Update()
Update(InputUpdateType)
Declaration
public static void Update(InputUpdateType updateType)
Parameters
Type | Name | Description |
---|---|---|
InputUpdateType | updateType |
Events
onActionChange
Event that is signalled when the state of enabled actions in the system changes or when actions are triggered.
Declaration
public static event Action<object, InputActionChange> onActionChange
Event Type
Type | Description |
---|---|
Action<System.Object, InputActionChange> |
Remarks
The object received by the callback is either an InputAction or an InputActionMap depending on whether the InputActionChange affects a single action or an entire action map.
Examples
InputSystem.onActionChange +=
(obj, change) =>
{
if (change == InputActionChange.ActionTriggered)
{
var action = (InputAction)obj;
var control = action.lastTriggerControl;
....
}
};
onAfterUpdate
Event that is fired after the input system has completed an update and processed all pending events.
Declaration
public static event Action<InputUpdateType> onAfterUpdate
Event Type
Type | Description |
---|---|
Action<InputUpdateType> |
See Also
onBeforeUpdate
Event that is fired before the input system updates.
Declaration
public static event Action<InputUpdateType> onBeforeUpdate
Event Type
Type | Description |
---|---|
Action<InputUpdateType> |
Remarks
The input system updates in sync with player loop and editor updates. Input updates
are run right before the respective script update. For example, an input update for
Dynamic is run before MonoBehaviour.Update
methods
are executed.
The update callback itself is triggered before the input system runs its own update and before it flushes out its event queue. This means that events queued from a callback will be fed right into the upcoming update.
See Also
onDeviceChange
Event that is signalled when the device setup in the system changes.
Declaration
public static event Action<InputDevice, InputDeviceChange> onDeviceChange
Event Type
Type | Description |
---|---|
Action<InputDevice, InputDeviceChange> |
Remarks
This can be used to detect when devices are added or removed as well as detecting when existing devices change their configuration.
Examples
InputSystem.onDeviceChange +=
(device, change) =>
{
switch (change)
{
case InputDeviceChange.Added:
Debug.Log("Device added: " + device);
break;
case InputDeviceChange.Removed:
Debug.Log("Device removed: " + device);
break;
case InputDeviceChange.ConfigurationChanged:
Debug.Log("Device configuration changed: " + device);
break;
}
};
onDeviceCommand
Event that is signalled when a
Declaration
public static event InputDeviceCommandDelegate onDeviceCommand
Event Type
Type | Description |
---|---|
InputDeviceCommandDelegate |
Remarks
This can be used to intercept commands and optionally handle them without them reaching
the
The first delegate in the list that returns a result other than null
is considered
to have handled the command. If a command is handled by a delegate in the list, it will
not be sent on to the runtime.
See Also
onEvent
Declaration
public static event Action<InputEventPtr> onEvent
Event Type
Type | Description |
---|---|
Action<InputEventPtr> |
onFindLayoutForDevice
Event that is signalled when the system is trying to match a layout to a device it has discovered.
Declaration
public static event InputDeviceFindControlLayoutDelegate onFindLayoutForDevice
Event Type
Type | Description |
---|---|
InputDeviceFindControlLayoutDelegate |
Remarks
This event allows customizing the layout discovery process and to generate
layouts on the fly, if need be. The system will invoke callbacks with the
name of the layout it has matched (or null
if it couldn't find any
matching layout to the device based on the current layout setup. If all
the callbacks return null
, that layout will be instantiated. If,
however, any of the callbacks returns a new name instead, the system will use that
layout instead.
To generate layouts on the fly, register them with the system in the callback and then return the name of the newly generated layout from the callback.
Note that this callback will also be invoked if the system could not match any
existing layout to the device. In that case, the matchedLayout
argument
to the callback will be null
.
Callbacks also receive a device ID and reference to the input runtime. For devices
where more information has to be fetched from the runtime in order to generate a
layout, this allows issuing
Examples
InputSystem.onFindLayoutForDevice +=
(deviceId, description, matchedLayout, runtime) =>
{
////TODO: complete example
};
onLayoutChange
Event that is signalled when the layout setup in the system changes.
Declaration
public static event Action<string, InputControlLayoutChange> onLayoutChange
Event Type
Type | Description |
---|---|
Action<System.String, InputControlLayoutChange> |
onSettingsChange
Event that is triggered if any of the properties in settings changes or if settings is replaced entirely with a new InputSettings object.
Declaration
public static event Action onSettingsChange
Event Type
Type | Description |
---|---|
Action |