Enum InputUpdateType
Enum of different player loop positions where the input system can invoke its update mechanism.
Namespace: UnityEngine.InputSystem.LowLevel
Syntax
[Flags]
public enum InputUpdateType
Fields
Name | Description | Value |
---|---|---|
None | Performs no actual update but still allows devices to reset themselves. Usually occurs immediately after domain reload. |
0 |
Dynamic | Update corresponding to Update. Every frame has exactly one dynamic update. If not reconfigured using UnityEngine.PlayerLoop, the dynamic update happens after all the fixed updates for the frame have run (which can be zero or more). Input updates run before script callbacks on MonoBehaviours are fired. |
1 |
Fixed | Update corresponding to FixedUpdate. Every frame has zero or more fixed updates. These are run before the dynamic update for the frame. Input updates run before script callbacks on MonoBehaviours are fired. |
2 |
BeforeRender | Input update that happens right before rendering. The BeforeRender update affects only devices that have before-render updates enabled. This has to be done through a device's layout (updateBeforeRender and is visible through updateBeforeRender. BeforeRender updates are useful to minimize lag of transform data that is used in rendering but is coming from external tracking devices. An example are HMDs. If the head transform used for the render camera is not synchronized right before rendering, it can result in a noticeable lag between head and camera movement. |
4 |
Editor | Input update that happens right before EditorWindows are updated. This update only occurs in the editor. It is triggered right before update. |
8 |
Default | Default update mask. Combines Dynamic, Fixed, and Editor. |
11 |
Manual | Input updates do not happen automatically but have to be triggered manually by calling Update(). |
16 |