Class LinearAccelerationSensor
Input device representing linear acceleration affecting the device playing the content.
Inherited Members
Namespace: UnityEngine.InputSystem
Assembly: Unity.InputSystem.dll
Syntax
public class LinearAccelerationSensor : Sensor
Remarks
An accelerometer let's you measure the acceleration of a device, and can be useful to control content by moving a device around. Linear acceleration is the acceleration of a device unaffected by gravity forces. This is usually derived from a hardware Accelerometer, by subtracting the effect of gravity (see GravitySensor).
Properties
acceleration
Declaration
public Vector3Control acceleration { get; protected set; }
Property Value
Type | Description |
---|---|
Vector3Control |
current
The linear acceleration sensor that was last added or had activity last.
Declaration
public static LinearAccelerationSensor current { get; }
Property Value
Type | Description |
---|---|
LinearAccelerationSensor | Current linear acceleration sensor or |
Methods
FinishSetup()
Perform final initialization tasks after the control hierarchy has been put into place.
Declaration
protected override void FinishSetup()
Overrides
Remarks
This method can be overridden to perform control- or device-specific setup work. The most common use case is for looking up child controls and storing them in local getters.
public class MyDevice : InputDevice
{
public ButtonControl button { get; private set; }
public AxisControl axis { get; private set; }
protected override void OnFinishSetup()
{
// Cache controls in getters.
button = GetChildControl("button");
axis = GetChildControl("axis");
}
}</code></pre></example>
MakeCurrent()
Make this the current device of its type.
Declaration
public override void MakeCurrent()
Overrides
Remarks
This method is called automatically by the input system when a device is
added or when input is received on it. Many types of devices have .current
getters that allow querying the last used device of a specific type directly (for
example, see current).
There is one special case, however, related to noise. A device that has noisy controls
(i.e. controls for which noisy is true) may receive input events
that contain no meaningful user interaction but are simply just noise from the device. A
good example of this is the PS4 gamepad which has a built-in gyro and may thus constantly
feed events into the input system even if not being actually in use. If, for example, an
Xbox gamepad and PS4 gamepad are both connected to a PC and the user is playing with the
Xbox gamepad, the PS4 gamepad would still constantly make itself current
by simply flooding the system with events. Hence why by default, noise on .current
getters
will be filtered out and a device will only see MakeCurrent
getting called if their input
was detected on non-noisy controls.
See Also
OnRemoved()
Called by the system when the device is removed from devices.
Declaration
protected override void OnRemoved()
Overrides
Remarks
This is called after the device has already been removed.