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    Class InputActionRebindingExtensions

    Extensions to help with dynamically rebinding InputActions in various ways.

    Inheritance
    Object
    InputActionRebindingExtensions
    Namespace: UnityEngine.InputSystem
    Syntax
    public static class InputActionRebindingExtensions : object
    Remarks

    Unlike InputActionSetupExtensions, the extension methods in here are meant to be called during normal game operation, i.e. as part of screens whether the user can rebind controls.

    The two primary duties of these extensions are to apply binding overrides that non-destructively redirect existing bindings and to facilitate user-controlled rebinding by listening for controls actuated by the user.

    Methods

    ApplyBindingOverride(InputAction, Int32, String)

    Apply a binding override to the Nth binding on the given action.

    Declaration
    public static void ApplyBindingOverride(this InputAction action, int bindingIndex, string path)
    Parameters
    Type Name Description
    InputAction action

    Action to apply the binding override to.

    Int32 bindingIndex

    Index of the binding in bindings to which to apply the override to.

    String path

    Override path (overridePath) to set on the given binding in bindings.

    Remarks

    Calling this method is equivalent to calling ApplyBindingOverride(InputAction, Int32, InputBinding) like so:

    action.ApplyBindingOverride(new InputBinding { overridePath = path });
    See Also
    ApplyBindingOverride(InputAction, Int32, InputBinding)

    ApplyBindingOverride(InputAction, Int32, InputBinding)

    Apply a binding override to the Nth binding on the given action.

    Declaration
    public static void ApplyBindingOverride(this InputAction action, int bindingIndex, InputBinding bindingOverride)
    Parameters
    Type Name Description
    InputAction action

    Action to apply the binding override to.

    Int32 bindingIndex

    Index of the binding in bindings to which to apply the override to.

    InputBinding bindingOverride

    A binding that specifies the overrides to apply. In particular, the overridePath, overrideProcessors, and overrideInteractions properties will be copied into the binding in bindings. The remaining fields will be ignored by this method.

    Remarks

    Unlike ApplyBindingOverride(InputAction, InputBinding) this method will not use Matches(InputBinding) to determine which binding to apply the override to. Instead, it will apply the override to the binding at the given index and to that binding alone.

    The remaining details of applying overrides are identical to ApplyBindingOverride(InputAction, InputBinding).

    Note that calling this method with an empty (default-constructed) bindingOverride is equivalent to resetting all overrides on the given binding.

    // Reset the overrides on the second binding on 'fireAction'.
    fireAction.ApplyBindingOverride(1, default);
    See Also
    ApplyBindingOverride(InputAction, InputBinding)

    ApplyBindingOverride(InputAction, String, String, String)

    Put an override on all matching bindings of action.

    Declaration
    public static void ApplyBindingOverride(this InputAction action, string newPath, string group = null, string path = null)
    Parameters
    Type Name Description
    InputAction action

    Action to apply the override to.

    String newPath

    New binding path to take effect. Supply an empty string to disable the binding(s). See InputControlPath for details on the path language.

    String group

    Optional list of binding groups to target the override to. For example, "Keyboard;Gamepad" will only apply overrides to bindings that either have the "Keyboard" or the "Gamepad" binding group listed in groups.

    String path

    Only override bindings that have this exact path.

    Remarks

    Calling this method is equivalent to calling ApplyBindingOverride(InputAction, InputBinding) with the properties of the given InputBinding initialized accordingly.

    // Override the binding to the gamepad A button with a binding to
    // the Y button.
    fireAction.ApplyBindingOverride("<Gamepad>/buttonNorth",
        path: "<Gamepad>/buttonSouth);
    See Also
    ApplyBindingOverride(InputAction, InputBinding)
    effectivePath
    overridePath
    Matches(InputBinding)

    ApplyBindingOverride(InputAction, InputBinding)

    Apply overrides to all bindings on action that match bindingOverride. The override values are taken from overridePath, overrideProcessors, and overrideInteractions on bindingOverride.

    Declaration
    public static void ApplyBindingOverride(this InputAction action, InputBinding bindingOverride)
    Parameters
    Type Name Description
    InputAction action

    Action to override bindings on.

    InputBinding bindingOverride

    A binding that both acts as a mask (see Matches(InputBinding)) on the bindings to action and as a container for the override values.

    Remarks

    The method will go through all of the bindings for action (i.e. its bindings) and call Matches(InputBinding) on them with bindingOverride. For every binding that returns true from Matches, the override values from the binding (i.e. overridePath, overrideProcessors, and overrideInteractions) are copied into the binding.

    Binding overrides are non-destructive. They do not change the bindings set up for an action but rather apply non-destructive modifications that change the paths of existing bindings. However, this also means that for overrides to work, there have to be existing bindings that can be modified.

    This is achieved by setting overridePath which is a non-serialized property. When resolving bindings, the system will use effectivePath which uses overridePath if set or path otherwise. The same applies to effectiveProcessors and effectiveInteractions.

    // Override the binding in the "KeyboardMouse" group on 'fireAction'
    // by setting its override binding path to the space bar on the keyboard.
    fireAction.ApplyBindingOverride(new InputBinding
    {
        groups = "KeyboardMouse",
        overridePath = "<Keyboard>/space"
    });

    If the given action is enabled when calling this method, the effect will be immediate, i.e. binding resolution takes place and controls are updated. If the action is not enabled, binding resolution is deferred to when controls are needed next (usually when either controls is queried or when the action is enabled).

    See Also
    bindings
    Matches(InputBinding)

    ApplyBindingOverride(InputActionMap, Int32, InputBinding)

    Copy the override properties (overridePath, overrideProcessors, and overrideInteractions) from bindingOverride over to the binding at index bindingIndex in bindings of actionMap.

    Declaration
    public static void ApplyBindingOverride(this InputActionMap actionMap, int bindingIndex, InputBinding bindingOverride)
    Parameters
    Type Name Description
    InputActionMap actionMap

    Action map whose bindings to modify.

    Int32 bindingIndex

    Index of the binding to modify in bindings of actionMap.

    InputBinding bindingOverride

    Binding whose override properties (overridePath, overrideProcessors, and overrideInteractions) to copy.

    ApplyBindingOverride(InputActionMap, InputBinding)

    Apply the given binding override to all bindings in the map that are matched by the override.

    Declaration
    public static int ApplyBindingOverride(this InputActionMap actionMap, InputBinding bindingOverride)
    Parameters
    Type Name Description
    InputActionMap actionMap

    An action map. Overrides will be applied to its bindings.

    InputBinding bindingOverride

    Binding that is matched (see Matches(InputBinding)) against the bindings of actionMap. The binding's overridePath, overrideInteractions, and overrideProcessors properties will be copied over to any matching binding.

    Returns
    Type Description
    Int32

    The number of bindings overridden in the given map.

    See Also
    bindings
    overridePath
    overrideInteractions
    overrideProcessors

    ApplyBindingOverrides(InputActionMap, IEnumerable<InputBinding>)

    Declaration
    public static void ApplyBindingOverrides(this InputActionMap actionMap, IEnumerable<InputBinding> overrides)
    Parameters
    Type Name Description
    InputActionMap actionMap
    IEnumerable<InputBinding> overrides

    ApplyBindingOverridesOnMatchingControls(InputAction, InputControl)

    For all bindings in the action, if a binding matches a control in the given control hierarchy, set an override on the binding to refer specifically to that control.

    Declaration
    public static int ApplyBindingOverridesOnMatchingControls(this InputAction action, InputControl control)
    Parameters
    Type Name Description
    InputAction action

    An action whose bindings to modify.

    InputControl control

    A control hierarchy or an entire InputDevice.

    Returns
    Type Description
    Int32

    The number of binding overrides that have been applied to the given action.

    Remarks

    This method can be used to restrict bindings that otherwise apply to a wide set of possible controls.

    // Create two gamepads.
    var gamepad1 = InputSystem.AddDevice<Gamepad>();
    var gamepad2 = InputSystem.AddDevice<Gamepad>();
    
    // Create an action that binds to the A button on gamepads.
    var action = new InputAction();
    action.AddBinding("<Gamepad>/buttonSouth");
    
    // When we enable the action now, it will bind to both
    // gamepad1.buttonSouth and gamepad2.buttonSouth.
    action.Enable();
    
    // But let's say we want the action to specifically work
    // only with the first gamepad. One way to do it is like
    // this:
    action.ApplyBindingOverridesOnMatchingControls(gamepad1);
    
    // As "<Gamepad>/buttonSouth" matches the gamepad1.buttonSouth
    // control, an override will automatically be applied such that
    // the binding specifically refers to that button on that gamepad.

    Note that for actions that are part of InputActionMaps and/or InputActionAssets, it is possible to restrict actions to specific device without having to set overrides. See bindingMask and bindingMask.

    See Also
    devices
    devices

    ApplyBindingOverridesOnMatchingControls(InputActionMap, InputControl)

    For all bindings in the actionMap, if a binding matches a control in the given control hierarchy, set an override on the binding to refer specifically to that control.

    Declaration
    public static int ApplyBindingOverridesOnMatchingControls(this InputActionMap actionMap, InputControl control)
    Parameters
    Type Name Description
    InputActionMap actionMap

    An action map whose bindings to modify.

    InputControl control

    A control hierarchy or an entire InputDevice.

    Returns
    Type Description
    Int32

    The number of binding overrides that have been applied to the given action.

    Remarks

    This method can be used to restrict bindings that otherwise apply to a wide set of possible controls. It will go through bindings and apply overrides to

    // Create two gamepads.
    var gamepad1 = InputSystem.AddDevice<Gamepad>();
    var gamepad2 = InputSystem.AddDevice<Gamepad>();
    
    // Create an action map with an action for the A and B buttons
    // on gamepads.
    var actionMap = new InputActionMap();
    var aButtonAction = actionMap.AddAction("a", binding: "<Gamepad>/buttonSouth");
    var bButtonAction = actionMap.AddAction("b", binding: "<Gamepad>/buttonEast");
    
    // When we enable the action map now, the actions will bind
    // to the buttons on both gamepads.
    actionMap.Enable();
    
    // But let's say we want the actions to specifically work
    // only with the first gamepad. One way to do it is like
    // this:
    actionMap.ApplyBindingOverridesOnMatchingControls(gamepad1);
    
    // Now binding overrides on the actions will be set to specifically refer
    // to the controls on the first gamepad.

    Note that for actions that are part of InputActionMaps and/or InputActionAssets, it is possible to restrict actions to specific device without having to set overrides. See bindingMask and bindingMask.

    // For an InputActionMap, we could alternatively just do:
    actionMap.devices = new InputDevice[] { gamepad1 };
    See Also
    devices
    devices

    GetBindingDisplayString(InputAction, Int32, out String, out String, InputBinding.DisplayStringOptions)

    Return a string suitable for display in UIs that shows what the given action is currently bound to.

    Declaration
    public static string GetBindingDisplayString(this InputAction action, int bindingIndex, out string deviceLayoutName, out string controlPath, InputBinding.DisplayStringOptions options = (InputBinding.DisplayStringOptions)0)
    Parameters
    Type Name Description
    InputAction action

    Action to create a display string for.

    Int32 bindingIndex

    Index of the binding in the bindings array of action for which to get a display string.

    String deviceLayoutName

    Receives the name of the InputControlLayout used for the device in the given binding, if applicable. Otherwise is set to null. If, for example, the binding is "<Gamepad>/buttonSouth", the resulting value is "Gamepad.

    String controlPath

    Receives the path to the control on the device referenced in the given binding, if applicable. Otherwise is set to null. If, for example, the binding is "<Gamepad>/leftStick/x", the resulting value is "leftStick/x".

    InputBinding.DisplayStringOptions options

    Optional set of formatting flags.

    Returns
    Type Description
    String

    A string suitable for display in rebinding UIs.

    Remarks

    The information returned by deviceLayoutName and controlPath can be used, for example, to associate images with controls. Based on knowing which layout is used and which control on the layout is referenced, you can look up an image dynamically. For example, if the layout is based on DualShockGamepad (use IsFirstLayoutBasedOnSecond(String, String) to determine inheritance), you can pick a PlayStation-specific image for the control as named by controlPath.

    var action = new InputAction();
    
    action.AddBinding("<Gamepad>/dpad/up", groups: "Gamepad");
    action.AddBinding("<Mouse>/leftButton", groups: "KeyboardMouse");
    
    // Prints "A", then "Gamepad", then "dpad/up".
    Debug.Log(action.GetBindingDisplayString(0, out var deviceLayoutNameA, out var controlPathA));
    Debug.Log(deviceLayoutNameA);
    Debug.Log(controlPathA);
    
    // Prints "LMB", then "Mouse", then "leftButton".
    Debug.Log(action.GetBindingDisplayString(1, out var deviceLayoutNameB, out var controlPathB));
    Debug.Log(deviceLayoutNameB);
    Debug.Log(controlPathB);
    See Also
    ToDisplayString(InputBinding.DisplayStringOptions, InputControl)
    ToHumanReadableString(String, InputControlPath.HumanReadableStringOptions, InputControl)
    GetBindingIndex(InputAction, InputBinding)

    GetBindingDisplayString(InputAction, Int32, InputBinding.DisplayStringOptions)

    Return a string suitable for display in UIs that shows what the given action is currently bound to.

    Declaration
    public static string GetBindingDisplayString(this InputAction action, int bindingIndex, InputBinding.DisplayStringOptions options = (InputBinding.DisplayStringOptions)0)
    Parameters
    Type Name Description
    InputAction action

    Action to create a display string for.

    Int32 bindingIndex

    Index of the binding in the bindings array of action for which to get a display string.

    InputBinding.DisplayStringOptions options

    Optional set of formatting flags.

    Returns
    Type Description
    String

    A string suitable for display in rebinding UIs.

    Remarks

    This method will ignore active binding masks and return the display string for the given binding whether it is masked out (disabled) or not.

    var action = new InputAction();
    
    action.AddBinding("<Gamepad>/buttonSouth", groups: "Gamepad");
    action.AddBinding("<Mouse>/leftButton", groups: "KeyboardMouse");
    
    // Prints "A".
    Debug.Log(action.GetBindingDisplayString(0));
    
    // Prints "LMB".
    Debug.Log(action.GetBindingDisplayString(1));
    See Also
    ToDisplayString(InputBinding.DisplayStringOptions, InputControl)
    ToHumanReadableString(String, InputControlPath.HumanReadableStringOptions, InputControl)

    GetBindingDisplayString(InputAction, InputBinding, InputBinding.DisplayStringOptions)

    Return a string suitable for display in UIs that shows what the given action is currently bound to.

    Declaration
    public static string GetBindingDisplayString(this InputAction action, InputBinding bindingMask, InputBinding.DisplayStringOptions options = (InputBinding.DisplayStringOptions)0)
    Parameters
    Type Name Description
    InputAction action

    Action to create a display string for.

    InputBinding bindingMask

    Mask for bindings to take into account. Any binding on the action not matching (see Matches(InputBinding)) the mask is ignored and not included in the resulting string.

    InputBinding.DisplayStringOptions options

    Optional set of formatting flags.

    Returns
    Type Description
    String

    A string suitable for display in rebinding UIs.

    Remarks

    This method will take into account any binding masks (such as from control schemes) in effect on the action (such as bindingMask on the action itself, the bindingMask on its action map, or the bindingMask on its asset) as well as the actual controls that the action is currently bound to (see controls).

    var action = new InputAction();
    
    action.AddBinding("<Gamepad>/buttonSouth", groups: "Gamepad");
    action.AddBinding("<Mouse>/leftButton", groups: "KeyboardMouse");
    
    // Prints "A".
    Debug.Log(action.GetBindingDisplayString(InputBinding.MaskByGroup("Gamepad"));
    
    // Prints "LMB".
    Debug.Log(action.GetBindingDisplayString(InputBinding.MaskByGroup("KeyboardMouse"));
    See Also
    ToDisplayString(InputBinding.DisplayStringOptions, InputControl)
    ToHumanReadableString(String, InputControlPath.HumanReadableStringOptions, InputControl)

    GetBindingDisplayString(InputAction, InputBinding.DisplayStringOptions, String)

    Return a string suitable for display in UIs that shows what the given action is currently bound to.

    Declaration
    public static string GetBindingDisplayString(this InputAction action, InputBinding.DisplayStringOptions options = (InputBinding.DisplayStringOptions)0, string group = null)
    Parameters
    Type Name Description
    InputAction action

    Action to create a display string for.

    InputBinding.DisplayStringOptions options

    Optional set of formatting flags.

    String group

    Optional binding group to restrict the operation to. If this is supplied, it effectively becomes the binding mask (see Matches(InputBinding)) to supply to GetBindingDisplayString(InputAction, InputBinding, InputBinding.DisplayStringOptions).

    Returns
    Type Description
    String

    A string suitable for display in rebinding UIs.

    Remarks

    This method will take into account any binding masks (such as from control schemes) in effect on the action (such as bindingMask on the action itself, the bindingMask on its action map, or the bindingMask on its asset) as well as the actual controls that the action is currently bound to (see controls).

    var action = new InputAction();
    
    action.AddBinding("<Gamepad>/buttonSouth", groups: "Gamepad");
    action.AddBinding("<Mouse>/leftButton", groups: "KeyboardMouse");
    
    // Prints "A | LMB".
    Debug.Log(action.GetBindingDisplayString());
    
    // Prints "A".
    Debug.Log(action.GetBindingDisplayString(group: "Gamepad");
    
    // Prints "LMB".
    Debug.Log(action.GetBindingDisplayString(group: "KeyboardMouse");
    See Also
    ToDisplayString(InputBinding.DisplayStringOptions, InputControl)
    ToHumanReadableString(String, InputControlPath.HumanReadableStringOptions, InputControl)

    GetBindingForControl(InputAction, InputControl)

    Return the binding that the given control resolved from.

    Declaration
    public static InputBinding? GetBindingForControl(this InputAction action, InputControl control)
    Parameters
    Type Name Description
    InputAction action

    An input action that may be using the given control.

    InputControl control

    Control to look for a binding for.

    Returns
    Type Description
    Nullable<InputBinding>

    The binding from which control has been resolved or null if no such binding could be found on action.

    GetBindingIndex(InputAction, String, String)

    Get the index of the first binding in bindings on action that matches the given binding group and/or path.

    Declaration
    public static int GetBindingIndex(this InputAction action, string group = null, string path = null)
    Parameters
    Type Name Description
    InputAction action

    An input action.

    String group

    Binding group to match (see groups).

    String path

    Binding path to match (see path).

    Returns
    Type Description
    Int32

    The first binding on the action matching the given group and/or path or -1 if no binding on the action matches.

    See Also
    Matches(InputBinding)

    GetBindingIndex(InputAction, InputBinding)

    Get the index of the first binding in bindings on action that matches the given binding mask.

    Declaration
    public static int GetBindingIndex(this InputAction action, InputBinding bindingMask)
    Parameters
    Type Name Description
    InputAction action

    An input action.

    InputBinding bindingMask

    Binding mask to match (see Matches(InputBinding)).

    Returns
    Type Description
    Int32

    The first binding on the action matching bindingMask or -1 if no binding on the action matches the mask.

    See Also
    Matches(InputBinding)

    GetBindingIndex(InputActionMap, InputBinding)

    Get the index of the first binding in bindings on actionMap that matches the given binding mask.

    Declaration
    public static int GetBindingIndex(this InputActionMap actionMap, InputBinding bindingMask)
    Parameters
    Type Name Description
    InputActionMap actionMap

    An input action map.

    InputBinding bindingMask

    Binding mask to match (see Matches(InputBinding)).

    Returns
    Type Description
    Int32

    The first binding on the action matching bindingMask or -1 if no binding on the action matches the mask.

    See Also
    Matches(InputBinding)

    GetBindingIndexForControl(InputAction, InputControl)

    Return the index into action's bindings that corresponds to control bound to the action.

    Declaration
    public static int GetBindingIndexForControl(this InputAction action, InputControl control)
    Parameters
    Type Name Description
    InputAction action

    The input action whose bindings to use.

    InputControl control

    An input control for which to look for a binding.

    Returns
    Type Description
    Int32

    The index into the action's binding array for the binding that control was resolved from or -1 if the control is not currently bound to the action.

    Remarks

    Note that this method will only take currently active bindings into consideration. This means that if the given control could come from one of the bindings on the action but does not currently do so, the method still returns -1.

    In case you want to manually find out which of the bindings on the action could match the given control, you can do so using Matches(String, InputControl):

    // Find the binding on 'action' that matches the given 'control'.
    foreach (var binding in action.bindings)
        if (InputControlPath.Matches(binding.effectivePath, control))
            Debug.Log($"Binding for {control}: {binding}");

    LoadBindingOverridesFromJson(IInputActionCollection2, String, Boolean)

    Restore all binding overrides stored in the given JSON string to the bindings in actions.

    Declaration
    public static void LoadBindingOverridesFromJson(this IInputActionCollection2 actions, string json, bool removeExisting = true)
    Parameters
    Type Name Description
    IInputActionCollection2 actions

    A set of actions and their bindings, such as an InputActionMap, an InputActionAsset, or a C# wrapper class generated from an .inputactions asset.

    String json

    A string persisting binding overrides in JSON format. See SaveBindingOverridesAsJson(IInputActionCollection2).

    Boolean removeExisting

    If true (default), all existing overrides present on the bindings of actions will be removed first. If false, existing binding overrides will be left in place but may be overwritten by overrides present in json.

    Remarks
    void SaveUserRebinds(PlayerInput player)
    {
        var rebinds = player.actions.SaveBindingOverridesAsJson();
        PlayerPrefs.SetString("rebinds", rebinds);
    }
    
    void LoadUserRebinds(PlayerInput player)
    {
        var rebinds = PlayerPrefs.GetString("rebinds");
        player.actions.LoadBindingOverridesFromJson(rebinds);
    }

    Note that this method can also be used with C# wrapper classes generated from .inputactions assets.

    See Also
    SaveBindingOverridesAsJson(IInputActionCollection2)
    overridePath

    LoadBindingOverridesFromJson(InputAction, String, Boolean)

    Restore all binding overrides stored in the given JSON string to the bindings of action.

    Declaration
    public static void LoadBindingOverridesFromJson(this InputAction action, string json, bool removeExisting = true)
    Parameters
    Type Name Description
    InputAction action

    Action to restore bindings on.

    String json

    A string persisting binding overrides in JSON format. See SaveBindingOverridesAsJson(InputAction).

    Boolean removeExisting

    If true (default), all existing overrides present on the bindings of action will be removed first. If false, existing binding overrides will be left in place but may be overwritten by overrides present in json.

    Remarks
    void SaveUserRebinds(PlayerInput player)
    {
        var rebinds = player.actions.SaveBindingOverridesAsJson();
        PlayerPrefs.SetString("rebinds", rebinds);
    }
    
    void LoadUserRebinds(PlayerInput player)
    {
        var rebinds = PlayerPrefs.GetString("rebinds");
        player.actions.LoadBindingOverridesFromJson(rebinds);
    }

    Note that this method can also be used with C# wrapper classes generated from .inputactions assets.

    See Also
    SaveBindingOverridesAsJson(IInputActionCollection2)
    overridePath

    PerformInteractiveRebinding(InputAction, Int32)

    Initiate an operation that interactively rebinds the given action based on received input.

    Declaration
    public static InputActionRebindingExtensions.RebindingOperation PerformInteractiveRebinding(this InputAction action, int bindingIndex = null)
    Parameters
    Type Name Description
    InputAction action

    Action to perform rebinding on.

    Int32 bindingIndex

    Optional index (within the bindings array of action) of binding to perform rebinding on. Must not be a composite binding.

    Returns
    Type Description
    InputActionRebindingExtensions.RebindingOperation

    A rebind operation configured to perform the rebind.

    Remarks

    This method will automatically perform a set of configuration on the InputActionRebindingExtensions.RebindingOperation based on the action and, if specified, binding. In particular, it will apply the following default configuration:

    • WithAction(InputAction) will be called with action
    • The default timeout will be set to 0.05f seconds with OnMatchWaitForAnother(Single).
    • Pointer delta and position as well as touch position and delta controls will be excluded with WithControlsExcluding(String). This prevents mouse movement or touch leading to rebinds as it will generally be used to operate the UI.
    • WithMatchingEventsBeingSuppressed(Boolean) will be invoked to suppress input funneled into rebinds from being picked up elsewhere.
    • Except if the rebind is looking for a button, escapeKey will be set up to cancel the rebind using WithCancelingThrough(String).
    • If bindingIndex is given, WithTargetBinding(Int32) is invoked to target the given binding with the rebind.

    Note that rebind operations must be disposed of once finished in order to not leak memory.

    // Target the first binding in the gamepad scheme.
    var bindingIndex = myAction.GetBindingIndex(InputBinding.MaskByGroup("Gamepad"));
    var rebind = myAction.PerformInteractiveRebinding(bindingIndex);
    
    // Dispose the operation on completion.
    rebind.OnComplete(
       operation =>
       {
           Debug.Log($"Rebound '{myAction}' to '{operation.selectedControl}'");
           operation.Dispose();
       };
    
    // Start the rebind. This will cause the rebind operation to start running in the
    // background listening for input.
    rebind.Start();

    RemoveAllBindingOverrides(IInputActionCollection2)

    Restore all bindings in the map to their defaults.

    Declaration
    public static void RemoveAllBindingOverrides(this IInputActionCollection2 actions)
    Parameters
    Type Name Description
    IInputActionCollection2 actions

    Collection of actions to remove overrides from.

    See Also
    ApplyBindingOverride(InputAction, Int32, InputBinding)
    overridePath
    overrideInteractions
    overrideProcessors

    RemoveAllBindingOverrides(InputAction)

    Remove all binding overrides on action, i.e. clear all overridePath, overrideProcessors, and overrideInteractions set on bindings for the given action.

    Declaration
    public static void RemoveAllBindingOverrides(this InputAction action)
    Parameters
    Type Name Description
    InputAction action

    Action to remove overrides from.

    See Also
    ApplyBindingOverride(InputAction, Int32, InputBinding)
    overridePath
    overrideInteractions
    overrideProcessors

    RemoveBindingOverride(InputAction, Int32)

    Remove any overrides from the binding on action with the given index.

    Declaration
    public static void RemoveBindingOverride(this InputAction action, int bindingIndex)
    Parameters
    Type Name Description
    InputAction action

    Action whose bindings to modify.

    Int32 bindingIndex

    Index of the binding within action's bindings.

    RemoveBindingOverride(InputAction, InputBinding)

    Remove any overrides from the binding on action matching the given binding mask.

    Declaration
    public static void RemoveBindingOverride(this InputAction action, InputBinding bindingMask)
    Parameters
    Type Name Description
    InputAction action

    Action whose bindings to modify.

    InputBinding bindingMask

    Mask that will be matched against the bindings on action. All bindings that match the mask (see Matches(InputBinding)) will have their overrides removed. If none of the bindings on the action match the mask, no bindings will be modified.

    Remarks
    // Remove all binding overrides from bindings associated with the "Gamepad" binding group.
    myAction.RemoveBindingOverride(InputBinding.MaskByGroup("Gamepad"));

    RemoveBindingOverrides(InputActionMap, IEnumerable<InputBinding>)

    Declaration
    public static void RemoveBindingOverrides(this InputActionMap actionMap, IEnumerable<InputBinding> overrides)
    Parameters
    Type Name Description
    InputActionMap actionMap
    IEnumerable<InputBinding> overrides

    SaveBindingOverridesAsJson(IInputActionCollection2)

    Return a JSON string containing all overrides applied to bindings in the given set of actions.

    Declaration
    public static string SaveBindingOverridesAsJson(this IInputActionCollection2 actions)
    Parameters
    Type Name Description
    IInputActionCollection2 actions

    A collection of InputActions such as an InputActionAsset or an InputActionMap.

    Returns
    Type Description
    String

    A JSON string containing a serialized version of the overrides applied to bindings in the given set of actions.

    Remarks

    This method can be used to serialize the overrides, i.e. overridePath, overrideProcessors, and overrideInteractions, applied to bindings in the set of actions. Only overrides will be saved.

    void SaveUserRebinds(PlayerInput player)
    {
        var rebinds = player.actions.SaveBindingOverridesAsJson();
        PlayerPrefs.SetString("rebinds", rebinds);
    }
    
    void LoadUserRebinds(PlayerInput player)
    {
        var rebinds = PlayerPrefs.GetString("rebinds");
        player.actions.LoadBindingOverridesFromJson(rebinds);
    }

    Note that this method can also be used with C# wrapper classes generated from .inputactions assets.

    See Also
    LoadBindingOverridesFromJson(IInputActionCollection2, String, Boolean)

    SaveBindingOverridesAsJson(InputAction)

    Return a string in JSON format that contains all overrides applied bindings of action.

    Declaration
    public static string SaveBindingOverridesAsJson(this InputAction action)
    Parameters
    Type Name Description
    InputAction action

    An action for which to extract binding overrides.

    Returns
    Type Description
    String

    A string in JSON format containing binding overrides for action.

    Remarks

    This overrides can be restored using LoadBindingOverridesFromJson(InputAction, String, Boolean).

    See Also

    InputActionSetupExtensions
    InputBinding
    bindings
    In This Article
    • Methods
      • ApplyBindingOverride(InputAction, Int32, String)
      • ApplyBindingOverride(InputAction, Int32, InputBinding)
      • ApplyBindingOverride(InputAction, String, String, String)
      • ApplyBindingOverride(InputAction, InputBinding)
      • ApplyBindingOverride(InputActionMap, Int32, InputBinding)
      • ApplyBindingOverride(InputActionMap, InputBinding)
      • ApplyBindingOverrides(InputActionMap, IEnumerable<InputBinding>)
      • ApplyBindingOverridesOnMatchingControls(InputAction, InputControl)
      • ApplyBindingOverridesOnMatchingControls(InputActionMap, InputControl)
      • GetBindingDisplayString(InputAction, Int32, out String, out String, InputBinding.DisplayStringOptions)
      • GetBindingDisplayString(InputAction, Int32, InputBinding.DisplayStringOptions)
      • GetBindingDisplayString(InputAction, InputBinding, InputBinding.DisplayStringOptions)
      • GetBindingDisplayString(InputAction, InputBinding.DisplayStringOptions, String)
      • GetBindingForControl(InputAction, InputControl)
      • GetBindingIndex(InputAction, String, String)
      • GetBindingIndex(InputAction, InputBinding)
      • GetBindingIndex(InputActionMap, InputBinding)
      • GetBindingIndexForControl(InputAction, InputControl)
      • LoadBindingOverridesFromJson(IInputActionCollection2, String, Boolean)
      • LoadBindingOverridesFromJson(InputAction, String, Boolean)
      • PerformInteractiveRebinding(InputAction, Int32)
      • RemoveAllBindingOverrides(IInputActionCollection2)
      • RemoveAllBindingOverrides(InputAction)
      • RemoveBindingOverride(InputAction, Int32)
      • RemoveBindingOverride(InputAction, InputBinding)
      • RemoveBindingOverrides(InputActionMap, IEnumerable<InputBinding>)
      • SaveBindingOverridesAsJson(IInputActionCollection2)
      • SaveBindingOverridesAsJson(InputAction)
    • See Also
    Back to top
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