Namespace UnityEngine.InputSystem | Package Manager UI website
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    Namespace UnityEngine.InputSystem

    Classes

    Accelerometer

    Input device representing an accelerometer sensor.

    AmbientTemperatureSensor

    Input device representing the ambient air temperature measured by the device playing the content.

    AttitudeSensor

    Input device representing an attitude sensor.

    CommonUsages

    A collection of common usage string values as reported by usages.

    Gamepad

    An Xbox-style gamepad with two sticks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons.

    GravitySensor

    Input device representing a gravity sensor.

    Gyroscope

    Input device representing a gyroscope sensor.

    HumiditySensor

    Input device representing the ambient air humidity measured by the device playing the content.

    InputAction

    A named input signal that can flexibly decide which input data to tap.

    InputActionAsset

    An asset containing action maps and control schemes.

    InputActionMap

    A mapping of InputBinding to InputAction.

    InputActionRebindingExtensions

    Extensions to help with dynamically rebinding InputAction in various ways.

    InputActionRebindingExtensions.RebindingOperation

    An ongoing rebinding operation.

    InputActionReference

    References a specific InputAction in an InputActionMap stored inside an InputActionAsset.

    InputActionSetupExtensions

    Extensions to set up InputAction and InputActionMap.

    InputBindingComposite

    A binding that synthesizes a value from from several component bindings.

    InputBindingComposite<TValue>

    A binding composite arranges several bindings such that they form a "virtual control".

    InputControl

    A typed and named source of input values in a hierarchy of controls.

    InputControl<TValue>

    Base class for input controls with a specific value type.

    InputControlExtensions

    Various extension methods for InputControl. Mostly low-level routines.

    InputControlPath

    Functions for working with control path specs (like "/gamepad/*stick").

    InputDevice

    Represents an input device which is always the root of a hierarchy of InputControl instances.

    InputExtensions

    Various useful extension methods.

    InputProcessor

    A processor that conditions/transforms input values.

    InputProcessor<TValue>

    A processor that conditions/transforms input values.

    InputRemoting

    Makes the activity and data of an InputManager observable in message form.

    InputSettings

    Project-wide input settings.

    InputSystem

    This is the central hub for the input system.

    InputTestFixture

    A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture.

    InputTestFixture.ActionConstraint

    InputTestRuntime

    An implementation of IInputRuntime for use during tests.

    InputValue

    Wraps around values provided by input actions.

    Joystick

    A joystick with an arbitrary number of buttons and axes.

    Keyboard

    Represents a standard, physical PC-type keyboard.

    LightSensor

    Input device representing the ambient light measured by the device playing the content.

    LinearAccelerationSensor

    Input device representing linear acceleration affecting the device playing the content.

    MagneticFieldSensor

    Input device representing the magnetic field affecting the device playing the content.

    Mouse

    A mouse input device.

    Pen

    A pen/stylus input device.

    PlayerInput

    A wrapper around the input system that takes care of managing input actions and players.

    PlayerInput.ActionEvent

    PlayerInput.ControlSchemeChangeEvent

    PlayerInput.DeviceLostEvent

    PlayerInput.DeviceRegainedEvent

    PlayerInputManager

    Manages joining and leaving of players.

    PlayerInputManager.PlayerJoinedEvent

    PlayerInputManager.PlayerLeftEvent

    Pointer

    Base class for pointer-style devices moving on a 2D screen.

    PressureSensor

    Input device representing the atmospheric pressure measured by the device playing the content.

    ProximitySensor

    Input device representing the proximity of the device playing the content to the user.

    Sensor

    Base class representing any sensor kind of input device.

    StepCounter

    Input device representing the foot steps taken by the user as measured by the device playing the content.

    Touchscreen

    A multi-touch surface.

    Structs

    InputAction.CallbackContext

    Information provided to action callbacks about what triggered an action.

    InputActionProperty

    A serializable property type that can either reference an action externally defined in an InputActionAsset or define a new action directly on the property.

    InputActionSetupExtensions.BindingSyntax

    Syntax to configure a binding added to an InputAction or an InputActionMap.

    InputActionSetupExtensions.CompositeSyntax

    InputActionSetupExtensions.ControlSchemeSyntax

    InputBinding

    A mapping of control input to an action.

    InputBindingCompositeContext

    Contextual data made available when processing values of composite bindings.

    InputControlList<TControl>

    Keep a list of InputControl without allocating managed memory.

    InputControlScheme

    A named set of zero or more device requirements along an associated binding group.

    InputControlScheme.DeviceRequirement

    InputControlScheme.MatchResult

    The result of matching a list of InputDevice against a list of InputControlScheme.DeviceRequirement in an InputControlScheme.

    InputControlScheme.MatchResult.Match

    A single matched InputControlScheme.DeviceRequirement.

    InputInteractionContext

    Information passed to IInputInteraction when their associated controls trigger.

    InputRemoting.Message

    A message exchanged between two InputRemoting instances.

    InputTestRuntime.PairedUser

    Interfaces

    IInputActionCollection

    A collection of input actions (InputAction).

    IInputInteraction

    Interface for interaction patterns that drive actions.

    IInputInteraction<TValue>

    Identical to IInputInteraction except that it allows an interaction to explicitly advertise the value it expects.

    IInputUpdateCallbackReceiver

    Interface to allow custom input devices to receive callbacks when the input system is updated.

    ITextInputReceiver

    Interface for InputDevice that can receive text input events.

    Enums

    InputActionChange

    Indicates what type of change related to an InputAction occurred.

    InputActionPhase

    Trigger phase of an InputAction.

    InputActionType

    Determines the behavior with which an InputAction triggers.

    InputControlLayoutChange

    Enum used to identity the change type for the onLayoutChange event.

    InputControlPath.HumanReadableStringOptions

    Options for customizing the behavior of ToHumanReadableString(String, InputControlPath.HumanReadableStringOptions).

    InputDeviceChange

    Indicates what type of change related to an InputDevice occurred.

    InputRemoting.MessageType

    Enumeration of possible types of messages exchanged between two InputRemoting instances.

    InputSettings.UpdateMode

    How the input system should update.

    Key

    Enumeration of key codes.

    PenButton

    Enumeration of buttons on a Pen.

    PlayerJoinBehavior

    Determines how PlayerInputManager joins new players.

    PlayerNotifications

    Determines how the triggering of an action or other input-related events are relayed to other GameObjects.

    TouchPhase

    Indicates where in its lifecycle a given touch is.

    Delegates

    InputTestRuntime.DeviceCommandCallback

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