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.