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.
DefaultInputActions
A default InputAction setup.
Gamepad
An Xbox-style gamepad with two sticks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons that usually sit in the midsection of the gamepad.
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 that contains action maps and control schemes.
InputActionMap
A mechanism for collecting a series of input actions (see InputAction) and treating them as a group.
InputActionRebindingExtensions
Extensions to help with dynamically rebinding InputActions in various ways.
InputActionRebindingExtensions.RebindingOperation
An ongoing rebinding operation.
InputActionReference
References a specific InputAction in an InputActionMap stored inside an InputActionAsset.
InputActionSetupExtensions
Methods to change the setup of InputAction, InputActionMap, and InputActionAsset objects.
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.
InputRecorder
A wrapper component around InputEventTrace that provides an easy interface for recording input from a GameObject.
InputRecorder.ChangeEvent
InputRemoting
Makes the activity and data of an InputManager observable in message form.
InputSettings
Project-wide input settings.
InputSettings.iOSSettings
Project-wide input settings for the iOS/tvOS platform.
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
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
An input device representing a mouse.
Pen
Represents a pen/stylus input device.
PlayerInput
Represents a separate player in the game complete with a set of actions exclusive to the player and a set of paired device.
PlayerInput.ActionEvent
PlayerInput.ControlsChangedEvent
Event that is triggered when the set of controls used by a PlayerInput changes.
PlayerInput.DeviceLostEvent
Event that is triggered when an InputDevice paired to a PlayerInput is disconnected.
PlayerInput.DeviceRegainedEvent
Event that is triggered when a PlayerInput regains an InputDevice previously lost.
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.
TrackedDevice
An input device that has its orientation and position in space tracked.
Structs
DefaultInputActions.PlayerActions
DefaultInputActions.UIActions
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
Write accessor to a binding on either an InputAction or an InputActionMap.
InputActionSetupExtensions.CompositeSyntax
InputActionSetupExtensions.ControlSchemeSyntax
InputBinding
A mapping of controls to an action.
InputBindingCompositeContext
Contextual data made available when processing values of composite bindings.
InputBindingCompositeContext.PartBinding
Information about a control bound to a part of a composite.
InputControlExtensions.InputEventControlCollection
Allows iterating over the controls referenced by an InputEvent via InputControlExtensions.InputEventControlEnumerator.
InputControlExtensions.InputEventControlEnumerator
Iterates over the controls in a StateEvent or DeltaStateEvent while optionally applying certain filtering criteria.
InputControlList<TControl>
Keep a list of InputControls without allocating managed memory.
InputControlPath.ParsedPathComponent
A single component of a parsed control path as returned by Parse(String). For example, in the
control path "<Gamepad>/buttonSouth"
, there are two parts: "<Gamepad>"
and "buttonSouth"
.
InputControlScheme
A named set of zero or more device requirements along with 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.
Interfaces
DefaultInputActions.IPlayerActions
DefaultInputActions.IUIActions
IInputActionCollection
A collection of input actions (see InputAction).
IInputActionCollection2
An extended version of IInputActionCollection.
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.
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.
InputBinding.DisplayStringOptions
A set of flags to turn individual default behaviors of ToDisplayString(InputBinding.DisplayStringOptions, InputControl) off.
InputControlExtensions.Enumerate
Flags that control which controls are returned by EnumerateControls(InputEventPtr, InputControlExtensions.Enumerate, InputDevice, Single).
InputControlLayoutChange
Enum used to identity the change type for the onLayoutChange event.
InputControlPath.HumanReadableStringOptions
Options for customizing the behavior of ToHumanReadableString(String, InputControlPath.HumanReadableStringOptions, InputControl).
InputDeviceChange
Indicates what type of change related to an InputDevice occurred.
InputRecorder.Change
InputRemoting.MessageType
Enumeration of possible types of messages exchanged between two InputRemoting instances.
InputSettings.BackgroundBehavior
Determines how the applications behaves when running in the background. See backgroundBehavior.
InputSettings.EditorInputBehaviorInPlayMode
Determines how player focus is handled with respect to input when we are in play mode in the editor. See editorInputBehaviorInPlayMode. The setting does not have an effect when the editor is not in play mode.
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.