Enum PlayerNotifications
Determines how the triggering of an action or other input-related events are relayed to other GameObjects.
Namespace: UnityEngine.InputSystem
Syntax
public enum PlayerNotifications
Fields
Name | Description | Value |
---|---|---|
SendMessages | Use SendMessage to send a message to the GameObject that PlayerInput belongs to. The message name will be the name of the action (e.g. "Jump"; it will not include the action map name), and the object will be the PlayerInput on which the action was triggered. If the notification is for an action that was triggered, SendMessageOptions will be RequireReceiver (i.e. an error will be logged if there is no corresponding method). Otherwise it will be DontRequireReceiver. |
0 |
BroadcastMessages | Like SendMessages but instead of using SendMessage, use BroadcastMessage. |
1 |
InvokeUnityEvents | Have a separate UnityEvent for each notification. Allows wiring up target methods to invoke such that the connection is persisted in Unity serialized data. See actionEvents and related callbacks such as controlsChangedEvent. |
2 |
InvokeCSharpEvents | Use plain C# callbacks. |
3 |