Struct InputActionSetupExtensions.CompositeSyntax
Write accessor to a composite binding.
Namespace: UnityEngine .InputSystem
Assembly: Unity.InputSystem.dll
Syntax
public struct InputActionSetupExtensions.CompositeSyntax
Remarks
To add a composite binding to an action, you must first call Add
playerInput.actions["fire"]
.ChangeBinding(0)
.AddCompositeBinding("2DVector")
.With("Up", "<Keyboard>/w")
.With("Down", "<Keyboard>/s")
.With("Left", "<Keyboard>/a")
.With("Right", "<Keyboard>/d");
Properties
bindingIndex
Index of the binding that the accessor refers to.
Declaration
public int bindingIndex { get; }
Property Value
Type | Description |
---|---|
int |
Remarks
When accessing bindings on an Input
See Also
Methods
With(string, string, string, string)
Add a part binding to the composite.
Declaration
public InputActionSetupExtensions.CompositeSyntax With(string name, string binding, string groups = null, string processors = null)
Parameters
Type | Name | Description |
---|---|---|
string | name | Name of the part. This is dependent on the type of composite. For
Vector2Composite, for example, the valid parts are |
string | binding | Control path to binding to. See path. |
string | groups | Binding groups to assign to the part binding. See groups. |
string | processors | Optional list of processors to apply to the binding. See processors. |
Returns
Type | Description |
---|---|
Input |
The same composite syntax for further configuration. |