docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class HoldInteraction

    Performs the action if the control is pressed and held for at least the set duration (which defaults to defaultHoldTime).

    Inheritance
    object
    HoldInteraction
    Implements
    IInputInteraction
    Namespace: UnityEngine.InputSystem.Interactions
    Assembly: Unity.InputSystem.dll
    Syntax
    public class HoldInteraction : IInputInteraction
    Remarks

    The action is started when the control is pressed. If the control is released before the set duration, the action is canceled. As soon as the hold time is reached, the action performs. The action then stays performed until the control is released, at which point the action cancels.

    // Action that requires A button on gamepad to be held for half a second.
    var action = new InputAction(binding: "<Gamepad>/buttonSouth", interactions: "hold(duration=0.5)");

    Fields

    duration

    Duration in seconds that the control must be pressed for the hold to register.

    Declaration
    public float duration
    Field Value
    Type Description
    float
    Remarks

    If this is less than or equal to 0 (the default), defaultHoldTime is used.

    Duration is expressed in real time and measured against the timestamps of input events (time) not against game time (time).

    pressPoint

    Magnitude threshold that must be crossed by an actuated control for the control to be considered pressed.

    Declaration
    public float pressPoint
    Field Value
    Type Description
    float
    Remarks

    If this is less than or equal to 0 (the default), defaultButtonPressPoint is used instead.

    See Also
    EvaluateMagnitude()

    Methods

    Process(ref InputInteractionContext)

    Perform processing of the interaction in response to input.

    Declaration
    public void Process(ref InputInteractionContext context)
    Parameters
    Type Name Description
    InputInteractionContext context
    Remarks

    This method is called whenever a control referenced in the binding that the interaction sits on changes value. The interaction is expected to process the value change and, if applicable, call Started() and/or its related methods to initiate a state change.

    Note that if "control disambiguation" (i.e. the process where if multiple controls are bound to the same action, the system decides which control gets to drive the action at any one point) is in effect -- i.e. when either Button or Value are used but not if PassThrough is used -- inputs that the disambiguation chooses to ignore will cause this method to not be called.

    Note that this method is called on the interaction even when there are multiple interactions and the interaction is not the one currently in control of the action (because another interaction that comes before it in the list had already started the action). Each interaction will get processed independently and the action will decide when to use which interaction to drive the action as a whole.

    // Processing for an interaction that will perform the action only if a control
    // is held at least at 3/4 actuation for at least 1 second.
    public void Process(ref InputInteractionContext context)
    {
    var control = context.control;

             // See if we're currently tracking a control.
             if (m_Control != null)
             {
                 // Ignore any input on a control we're not currently tracking.
                 if (m_Control != control)
                     return;
    
                 // Check if the control is currently actuated past our 3/4 threshold.
                 var isStillActuated = context.ControlIsActuated(0.75f);
    
                 // See for how long the control has been held.
                 var actuationTime = context.time - context.startTime;
    
                 if (!isStillActuated)
                 {
                     // Control is no longer actuated above 3/4 threshold. If it was held
                     // for at least a second, perform the action. Otherwise cancel it.
    
                     if (actuationTime >= 1)
                         context.Performed();
                     else
                         context.Cancelled();
                 }
    
                 // Control changed value somewhere above 3/4 of its actuation. Doesn't
                 // matter to us so no change.
             }
             else
             {
                 // We're not already tracking a control. See if the control that just triggered
                 // is actuated at least 3/4th of its way. If so, start tracking it.
    
                 var isActuated = context.ControlIsActuated(0.75f);
                 if (isActuated)
                 {
                     m_Control = context.control;
                     context.Started();
                 }
             }
         }
    
         InputControl m_Control;
    
         public void Reset()
         {
             m_Control = null;
         }</code></pre></example>
    

    Reset()

    Reset state that the interaction may hold. This should put the interaction back in its original state equivalent to no input yet having been received.

    Declaration
    public void Reset()

    Implements

    IInputInteraction

    Did you find this page useful? Please give it a rating:

    Thanks for rating this page!

    Report a problem on this page

    What kind of problem would you like to report?

    • This page needs code samples
    • Code samples do not work
    • Information is missing
    • Information is incorrect
    • Information is unclear or confusing
    • There is a spelling/grammar error on this page
    • Something else

    Thanks for letting us know! This page has been marked for review based on your feedback.

    If you have time, you can provide more information to help us fix the problem faster.

    Provide more information

    You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:

    You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:

    You've told us there is information missing from this page. Please tell us more about what's missing:

    You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:

    You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:

    You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:

    You've told us this page has a problem. Please tell us more about what's wrong:

    Thank you for helping to make the Unity documentation better!

    Your feedback has been submitted as a ticket for our documentation team to review.

    We are not able to reply to every ticket submitted.

    In This Article
    • Fields
      • duration
      • pressPoint
    • Methods
      • Process(ref InputInteractionContext)
      • Reset()
    • Implements
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)