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    Select a notification behavior

    You can use the Behavior property in the Inspector to determine how a PlayerInput component notifies game code when something related to the player has occurred.

    The following options are available:

    Behavior value (UI) Description Matching enum value
    Send Messages Uses GameObject.SendMessage on the GameObject that the PlayerInput component belongs to. SendMessages
    Broadcast Messages Uses GameObject.BroadcastMessage on the GameObject that the PlayerInput component belongs to. This broadcasts the message down the GameObject hierarchy. BroadcastMessages
    Invoke Unity Events Uses a separate UnityEvent for each individual type of message. When this is selected, the events available on the PlayerInput are accessible from the Events foldout. The argument received by events triggered for Actions is the same as the one received by started, performed, and canceled callbacks.

    PlayerInput UnityEvents
    InvokeUnityEvents
    Invoke CSharp Events Similar to Invoke Unity Events, except that the events are plain C# events available on the PlayerInput API. You cannot configure these from the Inspector. Instead, you have to register callbacks for the events in your scripts.

    The following events are available:

    • onActionTriggered (collective event for all actions on the player)
    • onDeviceLost
    • onDeviceRegained
    InvokeCSharpEvents

    In addition to per-action notifications, PlayerInput sends the following general notifications:

    Notification Description
    DeviceLostMessage The player has lost one of the Devices assigned to it. This can happen, for example, if a wireless device runs out of battery.
    DeviceRegainedMessage Notification that triggers when the player recovers from Device loss and is good to go again.
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