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    Class Vector2Control

    A floating-point 2D vector control composed of two AxisControls.

    Inheritance
    Object
    InputControl
    InputControl<Vector2>
    Vector2Control
    DeltaControl
    DpadControl
    StickControl
    Inherited Members
    InputControl<Vector2>.valueType
    InputControl<Vector2>.valueSizeInBytes
    InputControl<Vector2>.value
    InputControl<Vector2>.ReadValue()
    InputControl<Vector2>.ReadValueFromPreviousFrame()
    InputControl<Vector2>.ReadDefaultValue()
    InputControl<Vector2>.ReadValueFromState(Void*)
    InputControl<Vector2>.ReadValueFromStateWithCaching(Void*)
    InputControl<Vector2>.ReadUnprocessedValueFromStateWithCaching(Void*)
    InputControl<Vector2>.ReadUnprocessedValue()
    InputControl<Vector2>.ReadValueFromStateAsObject(Void*)
    InputControl<Vector2>.ReadValueFromStateIntoBuffer(Void*, Void*, Int32)
    InputControl<Vector2>.WriteValueFromBufferIntoState(Void*, Int32, Void*)
    InputControl<Vector2>.WriteValueFromObjectIntoState(Object, Void*)
    InputControl<Vector2>.ReadValueFromBufferAsObject(Void*, Int32)
    InputControl<Vector2>.CompareValue(Void*, Void*)
    InputControl<Vector2>.ProcessValue(Vector2)
    InputControl<Vector2>.ProcessValue(Vector2)
    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.magnitude
    InputControl.ToString()
    InputControl.EvaluateMagnitude()
    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
    InputControl.optimizedControlDataType
    InputControl.ApplyParameterChanges()
    Namespace: UnityEngine.InputSystem.Controls
    Syntax
    public class Vector2Control : InputControl<Vector2>
    Remarks

    An example is position.

    Debug.Log(string.Format("Mouse position x={0} y={1}",
        Mouse.current.position.x.ReadValue(),
        Mouse.current.position.y.ReadValue()));

    Normalization is not implied. The X and Y coordinates can be in any range or units.

    Constructors

    Vector2Control()

    Default-initialize the control.

    Declaration
    public Vector2Control()

    Properties

    x

    Horizontal position of the control.

    Declaration
    public AxisControl x { get; set; }
    Property Value
    Type Description
    AxisControl

    Control representing horizontal motion input.

    y

    Vertical position of the control.

    Declaration
    public AxisControl y { get; set; }
    Property Value
    Type Description
    AxisControl

    Control representing vertical motion input.

    Methods

    CalculateOptimizedControlDataType()

    Declaration
    protected override FourCC CalculateOptimizedControlDataType()
    Returns
    Type Description
    FourCC
    Overrides
    InputControl.CalculateOptimizedControlDataType()

    EvaluateMagnitude(Void*)

    Compute an absolute, normalized magnitude value that indicates the extent to which the control is actuated in the given state.

    Declaration
    public override float EvaluateMagnitude(void *statePtr)
    Parameters
    Type Name Description
    Void* statePtr

    State containing the control's stateBlock.

    Returns
    Type Description
    Single

    Amount of actuation of the control or -1 if it cannot be determined.

    Overrides
    InputControl.EvaluateMagnitude(Void*)
    See Also
    EvaluateMagnitude()
    stateBlock

    FinishSetup()

    Declaration
    protected override void FinishSetup()
    Overrides
    UnityEngine.InputSystem.InputControl<UnityEngine.Vector2>.FinishSetup()

    ReadUnprocessedValueFromState(Void*)

    Declaration
    public override Vector2 ReadUnprocessedValueFromState(void *statePtr)
    Parameters
    Type Name Description
    Void* statePtr
    Returns
    Type Description
    Vector2
    Overrides
    UnityEngine.InputSystem.InputControl<UnityEngine.Vector2>.ReadUnprocessedValueFromState(System.Void*)

    WriteValueIntoState(Vector2, Void*)

    Declaration
    public override void WriteValueIntoState(Vector2 value, void *statePtr)
    Parameters
    Type Name Description
    Vector2 value
    Void* statePtr
    Overrides
    UnityEngine.InputSystem.InputControl<UnityEngine.Vector2>.WriteValueIntoState(UnityEngine.Vector2, System.Void*)

    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.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.ReadValueFromEventAsObject(InputControl, InputEventPtr)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, Object)
    InputControlExtensions.WriteValueIntoState(InputControl, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, TValue, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, Void*)
    InputControlExtensions.WriteValueIntoState<TValue, TState>(InputControl<TValue>, TValue, ref TState)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl<TValue>, TValue, InputEventPtr)
    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.QueueValueChange<TValue>(InputControl<TValue>, TValue, Double)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, Boolean>)
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