Class InputControlLayoutAttribute
Attribute to control layout settings of a type used to generate an InputControlLayout.
Inherited Members
Namespace: UnityEngine.InputSystem.Layouts
Syntax
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public sealed class InputControlLayoutAttribute : Attribute, _Attribute
Properties
canRunInBackground
Declaration
public bool canRunInBackground { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
commonUsages
Declaration
public string[] commonUsages { get; set; }
Property Value
Type | Description |
---|---|
String[] |
description
Declaration
public string description { get; set; }
Property Value
Type | Description |
---|---|
String |
displayName
Gives a name to display in the UI. By default, the name is the same as the class the attribute is applied to.
Declaration
public string displayName { get; set; }
Property Value
Type | Description |
---|---|
String |
hideInUI
If true, don't include the layout when presenting picking options in the UI.
Declaration
public bool hideInUI { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
This will keep device layouts out of the control picker and will keep control layouts out of action type dropdowns.
isGenericTypeOfDevice
If true, the layout describes a generic class of devices such as "gamepads" or "mice".
Declaration
public bool isGenericTypeOfDevice { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
This property also determines how the layout is presented in the UI. All the device layouts that are marked as generic kinds of devices are displayed with their own entry at the root level of the control picker (InputControlPicker), for example.
isNoisy
Allows marking a device as noisy regardless of control layout.
Declaration
public bool isNoisy { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Controls can be individually marked as noisy using the noisy attribute, but this property can be used to mark a device as noisy even when no control has been marked as such. This can be useful when a device state layout has only been partially implemented i.e. some data in the state memory has not been mapped to a control, and the unimplemented controls are noisy. Without doing this, the device will constantly be made current as the system has no way to know that the event data contains only noise.
stateFormat
FourCC identifier for the memory format associated with the layout.
Declaration
public string stateFormat { get; set; }
Property Value
Type | Description |
---|---|
String |
See Also
stateType
Associates a state representation with an input device and drives the control layout generated for the device from its state rather than from the device class.
Declaration
public Type stateType { get; set; }
Property Value
Type | Description |
---|---|
Type |
Remarks
This is only useful if you have a state struct dictating a specific state layout and you want the device layout to automatically take offsets from the fields annotated with InputControlAttribute.
public struct MyStateStruct : IInputStateTypeInfo
{
public FourCC format => new FourCC('M', 'Y', 'D', 'V');
[InputControl(name = "button1", layout = "Button", bit = 0)]
[InputControl(name = "button2", layout = "Button", bit = 0)]
public int buttons;
}
[InputControlLayout(stateType = typeof(MyStateStruct)]
public class MyDevice : InputDevice
{
}
See Also
updateBeforeRender
Whether the device should receive events in BeforeRender updates.
Declaration
public bool updateBeforeRender { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
See Also
variants
Declaration
public string variants { get; set; }
Property Value
Type | Description |
---|---|
String |