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    Class StickDeadzoneProcessor

    Processes a Vector2 to apply deadzoning according to the magnitude of the vector (rather than just clamping individual axes). Normalizes to the min/max range.

    Inheritance
    Object
    InputProcessor
    InputProcessor<Vector2>
    StickDeadzoneProcessor
    Inherited Members
    InputProcessor<Vector2>.ProcessAsObject(Object, InputControl)
    InputProcessor<Vector2>.Process(Void*, Int32, InputControl)
    Namespace: UnityEngine.InputSystem.Processors
    Syntax
    public class StickDeadzoneProcessor : InputProcessor<Vector2>

    Fields

    max

    Declaration
    public float max
    Field Value
    Type Description
    Single

    min

    Value at which the lower bound deadzone starts.

    Declaration
    public float min
    Field Value
    Type Description
    Single
    Remarks

    Values in the input at or below min will get dropped and values will be scaled to the range between min and max.

    Methods

    Process(Vector2, InputControl)

    Declaration
    public override Vector2 Process(Vector2 value, InputControl control = null)
    Parameters
    Type Name Description
    Vector2 value
    InputControl control
    Returns
    Type Description
    Vector2
    Overrides
    UnityEngine.InputSystem.InputProcessor<UnityEngine.Vector2>.Process(UnityEngine.Vector2, UnityEngine.InputSystem.InputControl)

    ToString()

    Declaration
    public override string ToString()
    Returns
    Type Description
    String
    Overrides
    Object.ToString()

    See Also

    AxisDeadzoneProcessor
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