Class AxisComposite
A single axis value computed from one axis that pulls in the negative direction (minValue) and one axis that pulls in the positive direction (maxValue).
Inherited Members
Namespace: UnityEngine.InputSystem.Composites
Assembly: Unity.InputSystem.dll
Syntax
[DisplayStringFormat("{negative}/{positive}")]
public class AxisComposite : InputBindingComposite<float>
Remarks
The limits of the axis are determined by minValue and maxValue.
By default, they are set to [-1..1]
. The values can be set as parameters.
var action = new InputAction();
action.AddCompositeBinding("Axis(minValue=0,maxValue=2)")
.With("Negative", "<Keyboard>/a")
.With("Positive", "<Keyboard>/d");
If both axes are actuated at the same time, the behavior depends on whichSideWins. By default, neither side will win (Neither) and the result will be 0 (or, more precisely, the midpoint between minValue and maxValue). This can be customized to make the positive side win (Positive) or the negative one (Negative).
This is useful, for example, in a driving game where break should cancel out accelerate. By binding negative to the break control(s) and positive to the acceleration control(s), and setting whichSideWins to Negative, if the break button is pressed, it will always cause the acceleration button to be ignored.
The actual absolute values of negative and positive are used
to scale minValue and maxValue respectively. So if, for example, positive
is bound to rightTrigger and the trigger is at a value of 0.5, then the resulting
value is maxValue * 0.5
(the actual formula is midPoint + (maxValue - midPoint) * positive
).
Fields
maxValue
The upper bound that the axis is limited to. 1 by default.
Declaration
[Tooltip("Value to return when the positive side is fully actuated.")]
public float maxValue
Field Value
Type | Description |
---|---|
float |
Remarks
This value corresponds to the full actuation of the control(s) bound to positive.
var action = new InputAction();
action.AddCompositeBinding("Axis(minValue=0,maxValue=2)")
.With("Negative", "<Keyboard>/a")
.With("Positive", "<Keyboard>/d");
See Also
minValue
The lower bound that the axis is limited to. -1 by default.
Declaration
[Tooltip("Value to return when the negative side is fully actuated.")]
public float minValue
Field Value
Type | Description |
---|---|
float |
Remarks
This value corresponds to the full actuation of the control(s) bound to negative.
var action = new InputAction();
action.AddCompositeBinding("Axis(minValue=0,maxValue=2)")
.With("Negative", "<Keyboard>/a")
.With("Positive", "<Keyboard>/d");
See Also
negative
Binding for the axis input that controls the negative [minValue..0] direction of the combined axis.
Declaration
public int negative
Field Value
Type | Description |
---|---|
int |
Remarks
This property is automatically assigned by the input system.
positive
Binding for the axis input that controls the positive [0..maxValue] direction of the combined axis.
Declaration
public int positive
Field Value
Type | Description |
---|---|
int |
Remarks
This property is automatically assigned by the input system.
whichSideWins
If both the positive and negative button are actuated, this determines which value is returned from the composite.
Declaration
[Tooltip("If both the positive and negative side are actuated, decides what value to return. 'Neither' (default) means that the resulting value is the midpoint between min and max. 'Positive' means that max will be returned. 'Negative' means that min will be returned.")]
public AxisComposite.WhichSideWins whichSideWins
Field Value
Type | Description |
---|---|
AxisComposite.WhichSideWins |
Properties
midPoint
The value that is returned if the composite is in a neutral position, that is, if neither positive nor negative are actuated or if whichSideWins is set to Neither and both positive and negative are actuated.
Declaration
public float midPoint { get; }
Property Value
Type | Description |
---|---|
float |
Methods
EvaluateMagnitude(ref InputBindingCompositeContext)
Determine the current level of actuation of the composite.
Declaration
public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
Parameters
Type | Name | Description |
---|---|---|
InputBindingCompositeContext | context | Callback context for the binding composite. Use this to access the values supplied by part bindings. |
Returns
Type | Description |
---|---|
float |
Overrides
Remarks
This method by default returns -1, meaning that the composite does not support magnitudes. You can override the method to add support for magnitudes.
See EvaluateMagnitude() for details of how magnitudes work.
See Also
ReadValue(ref InputBindingCompositeContext)
Read a value for the composite given the supplied context.
Declaration
public override float ReadValue(ref InputBindingCompositeContext context)
Parameters
Type | Name | Description |
---|---|---|
InputBindingCompositeContext | context | Callback context for the binding composite. Use this to access the values supplied by part bindings. |
Returns
Type | Description |
---|---|
float | The current value of the composite according to the state made
accessible through |
Overrides
Remarks
This is the main method to implement in custom composites.
public class CustomComposite : InputBindingComposite<float>
{
[InputControl(layout = "Button")]
public int button;
public float scaleFactor = 1;
public override float ReadValue(ref InputBindingComposite context)
{
return context.ReadValue<float>(button) * scaleFactor;
}
}</code></pre></example>
The other method to consider overriding is EvaluateMagnitude(ref InputBindingCompositeContext).