An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons.
A named input signal that can flexibly decide which input data to tap.
An asset containing action maps and control schemes.
Base class for wrappers generated by the input asset importer.
Extensions to help with dynamically rebinding InputAction in various ways.
An ongoing rebinding operation.
Records the triggering of actions into a sequence of events that can be replayed at will.
A typed and named value in a hierarchy of controls.
Base class for input controls with a specific value type.
Various extension methods for InputControl. Mostly low-level routines.
Functions to working with control path specs (like "/gamepad/*stick").
The root of a control hierarchy.
Makes the activity and data of an InputManager observable in message form.
Project-wide input settings.
Records value changes of a given control over time.
This is the central hub for the input system.
An implementation of
A keyboard input device.
A mouse input device.
Simulate mouse input from touch or gamepad input.
A pen/stylus input device.
Base class for pointer-style devices moving on a 2D screen.
Helper to make tracking of touches easier.
A multi-touch surface.
Information provided to action callbacks about what triggered an action.
A serializable property type that can either reference an action externally defined in an InputActionAsset or define a new action directly on the property.
A wrapper around
A mapping of control input to an action.
Contextual data made available when processing values of composite bindings.
Keep a list of InputControl without allocating managed memory.
A named set of zero or more device requirements along an associated binding group.
A single matched InputControlScheme.DeviceRequirement.
Reference to one or more InputDevice which can be persisted and also graphically edited in the editor.
Information passed to IInputInteraction when their associated controls trigger.
Provides information on the level of throughput going through the system.
A message exchanged between two InputRemoting instances.
A collection of InputAction.
Interface for interaction patterns that drive actions.
Interface for InputDevice that can receive text input events.
Indicates what type of change related to an InputAction occurred.
Trigger phase of an InputAction.
Indicates what type of change related to an InputDevice occurred.
Enumeration of possible types of messages exchanged between two InputRemoting instances.
How the input system should update.
Enumeration of key codes.