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    Class NimbusGamepadHid

    Steel Series Nimbus+ uses iOSGameController MFI when on iOS but is just a standard HID on OSX. Note that the gamepad is made available with incorrect VID/PID by OSX instead of the true VID/PID registred with USB.org for this device.

    Inheritance
    Object
    InputControl
    InputDevice
    Gamepad
    NimbusGamepadHid
    Inherited Members
    Gamepad.buttonWest
    Gamepad.buttonNorth
    Gamepad.buttonSouth
    Gamepad.buttonEast
    Gamepad.leftStickButton
    Gamepad.rightStickButton
    Gamepad.startButton
    Gamepad.selectButton
    Gamepad.dpad
    Gamepad.leftShoulder
    Gamepad.rightShoulder
    Gamepad.leftStick
    Gamepad.rightStick
    Gamepad.leftTrigger
    Gamepad.rightTrigger
    Gamepad.aButton
    Gamepad.bButton
    Gamepad.xButton
    Gamepad.yButton
    Gamepad.triangleButton
    Gamepad.squareButton
    Gamepad.circleButton
    Gamepad.crossButton
    Gamepad.Item[GamepadButton]
    Gamepad.current
    Gamepad.all
    Gamepad.MakeCurrent()
    Gamepad.OnAdded()
    Gamepad.OnRemoved()
    Gamepad.PauseHaptics()
    Gamepad.ResumeHaptics()
    Gamepad.ResetHaptics()
    Gamepad.SetMotorSpeeds(Single, Single)
    InputDevice.InvalidDeviceId
    InputDevice.description
    InputDevice.enabled
    InputDevice.canRunInBackground
    InputDevice.added
    InputDevice.remote
    InputDevice.native
    InputDevice.updateBeforeRender
    InputDevice.deviceId
    InputDevice.lastUpdateTime
    InputDevice.wasUpdatedThisFrame
    InputDevice.allControls
    InputDevice.valueType
    InputDevice.valueSizeInBytes
    InputDevice.ReadValueFromBufferAsObject(Void*, Int32)
    InputDevice.ReadValueFromStateAsObject(Void*)
    InputDevice.ReadValueFromStateIntoBuffer(Void*, Void*, Int32)
    InputDevice.CompareValue(Void*, Void*)
    InputDevice.OnConfigurationChanged()
    InputDevice.ExecuteCommand<TCommand>(TCommand)
    InputDevice.ExecuteCommand(InputDeviceCommand*)
    InputControl.name
    InputControl.displayName
    InputControl.shortDisplayName
    InputControl.path
    InputControl.layout
    InputControl.variants
    InputControl.device
    InputControl.parent
    InputControl.children
    InputControl.usages
    InputControl.aliases
    InputControl.stateBlock
    InputControl.noisy
    InputControl.synthetic
    InputControl.Item[String]
    InputControl.ToString()
    InputControl.EvaluateMagnitude()
    InputControl.EvaluateMagnitude(Void*)
    InputControl.WriteValueFromBufferIntoState(Void*, Int32, Void*)
    InputControl.WriteValueFromObjectIntoState(Object, Void*)
    InputControl.TryGetChildControl(String)
    InputControl.TryGetChildControl<TControl>(String)
    InputControl.GetChildControl(String)
    InputControl.GetChildControl<TControl>(String)
    InputControl.RefreshConfigurationIfNeeded()
    InputControl.RefreshConfiguration()
    InputControl.m_StateBlock
    InputControl.currentStatePtr
    InputControl.previousFrameStatePtr
    InputControl.defaultStatePtr
    InputControl.noiseMaskPtr
    InputControl.stateOffsetRelativeToDeviceRoot
    Namespace: UnityEngine.InputSystem.OSX
    Syntax
    [Preserve]
    public class NimbusGamepadHid : Gamepad, IDualMotorRumble, IHaptics

    Properties

    homeButton

    The center button in the middle section of the controller.

    Declaration
    public ButtonControl homeButton { get; protected set; }
    Property Value
    Type Description
    ButtonControl
    Remarks

    Note that this button is also picked up by OS.

    Methods

    FinishSetup()

    Perform final initialization tasks after the control hierarchy has been put into place.

    Declaration
    protected override void FinishSetup()
    Overrides
    Gamepad.FinishSetup()
    Remarks

    This method can be overridden to perform control- or device-specific setup work. The most common use case is for looking up child controls and storing them in local getters.

    public class MyDevice : InputDevice
    {
        public ButtonControl button { get; private set; }
        public AxisControl axis { get; private set; }
    
        protected override void OnFinishSetup()
        {
            // Cache controls in getters.
            button = GetChildControl("button");
            axis = GetChildControl("axis");
        }
    }

    Extension Methods

    InputControlExtensions.FindInParentChain<TControl>(InputControl)
    InputControlExtensions.IsPressed(InputControl, Single)
    InputControlExtensions.IsActuated(InputControl, Single)
    InputControlExtensions.ReadValueAsObject(InputControl)
    InputControlExtensions.ReadValueIntoBuffer(InputControl, Void*, Int32)
    InputControlExtensions.ReadDefaultValueAsObject(InputControl)
    InputControlExtensions.ReadValueFromEventAsObject(InputControl, InputEventPtr)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, Object)
    InputControlExtensions.WriteValueIntoState(InputControl, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, Void*)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, TValue, InputEventPtr)
    InputControlExtensions.CopyState(InputDevice, Void*, Int32)
    InputControlExtensions.CopyState<TState>(InputDevice, out TState)
    InputControlExtensions.CheckStateIsAtDefault(InputControl)
    InputControlExtensions.CheckStateIsAtDefault(InputControl, Void*, Void*)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl, Void*)
    InputControlExtensions.CompareStateIgnoringNoise(InputControl, Void*)
    InputControlExtensions.CompareState(InputControl, Void*, Void*, Void*)
    InputControlExtensions.CompareState(InputControl, Void*, Void*)
    InputControlExtensions.HasValueChangeInState(InputControl, Void*)
    InputControlExtensions.HasValueChangeInEvent(InputControl, InputEventPtr)
    InputControlExtensions.GetStatePtrFromStateEvent(InputControl, InputEventPtr)
    InputControlExtensions.ResetToDefaultStateInEvent(InputControl, InputEventPtr)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, Boolean>)
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