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    Namespace UnityEngine.InputSystem

    Classes

    Accelerometer

    Input device representing an accelerometer sensor.

    AmbientTemperatureSensor

    Input device representing the ambient air temperature measured by the device playing the content.

    AssetDatabaseUtils

    AttitudeSensor

    Input device representing an attitude sensor.

    CommonUsages

    A collection of common usage string values as reported by usages.

    DefaultInputActions

    A default InputAction setup.

    Gamepad

    An Xbox-style gamepad with two sticks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons that usually sit in the midsection of the gamepad.

    GravitySensor

    Input device representing a gravity sensor.

    Gyroscope

    Input device representing a gyroscope sensor.

    HumiditySensor

    Input device representing the ambient air humidity measured by the device playing the content.

    InputAction

    A named input signal that can flexibly decide which input data to tap.

    InputActionAsset

    An asset that contains action maps and control schemes.

    InputActionMap

    A mechanism for collecting a series of input actions (see InputAction) and treating them as a group.

    InputActionRebindingExtensions

    Extensions to help with dynamically rebinding InputActions in various ways.

    InputActionRebindingExtensions.RebindingOperation

    An ongoing rebinding operation.

    InputActionReference

    References a specific InputAction in an InputActionMap stored inside an InputActionAsset.

    InputActionSetupExtensions

    Methods to change the setup of InputAction, InputActionMap, and InputActionAsset objects.

    InputBindingComposite

    A binding that synthesizes a value from from several component bindings.

    InputBindingComposite<TValue>

    A binding composite arranges several bindings such that they form a "virtual control".

    InputControl

    A typed and named source of input values in a hierarchy of controls.

    InputControlExtensions

    Various extension methods for InputControl. Mostly low-level routines.

    InputControlPath

    Functions for working with control path specs (like "/gamepad/*stick").

    InputControl<TValue>

    Base class for input controls with a specific value type.

    InputDevice

    Represents an input device which is always the root of a hierarchy of InputControl instances.

    InputExtensions

    Various useful extension methods.

    InputProcessor

    A processor that conditions/transforms input values.

    InputProcessor<TValue>

    A processor that conditions/transforms input values.

    InputRemoting

    Makes the activity and data of an InputManager observable in message form.

    InputSettings

    Project-wide input settings.

    InputSettings.iOSSettings

    Project-wide input settings for the iOS/tvOS platform.

    InputSystem

    This is the central hub for the input system.

    InputTestFixture

    A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture.

    InputTestFixture.ActionConstraint

    InputValue

    Wraps around values provided by input actions.

    Joystick

    A joystick with an arbitrary number of buttons and axes.

    Keyboard

    Represents a standard, physical PC-type keyboard.

    LightSensor

    Input device representing the ambient light measured by the device playing the content.

    LinearAccelerationSensor

    Input device representing linear acceleration affecting the device playing the content.

    MagneticFieldSensor

    Input device representing the magnetic field affecting the device playing the content.

    Mouse

    An input device representing a mouse.

    Pen

    Represents a pen/stylus input device.

    PlayerInput

    Represents a separate player in the game complete with a set of actions exclusive to the player and a set of paired device.

    PlayerInput.ActionEvent

    PlayerInput.ControlsChangedEvent

    Event that is triggered when the set of controls used by a PlayerInput changes.

    PlayerInput.DeviceLostEvent

    Event that is triggered when an InputDevice paired to a PlayerInput is disconnected.

    PlayerInput.DeviceRegainedEvent

    Event that is triggered when a PlayerInput regains an InputDevice previously lost.

    PlayerInputManager

    Manages joining and leaving of players.

    PlayerInputManager.PlayerJoinedEvent

    PlayerInputManager.PlayerLeftEvent

    Pointer

    Base class for pointer-style devices moving on a 2D screen.

    PressureSensor

    Input device representing the atmospheric pressure measured by the device playing the content.

    ProximitySensor

    Input device representing the proximity of the device playing the content to the user.

    Sensor

    Base class representing any sensor kind of input device.

    StepCounter

    Input device representing the foot steps taken by the user as measured by the device playing the content.

    Touchscreen

    A multi-touch surface.

    TrackedDevice

    An input device that has its orientation and position in space tracked.

    Structs

    DefaultInputActions.PlayerActions

    DefaultInputActions.UIActions

    InputAction.CallbackContext

    Information provided to action callbacks about what triggered an action.

    InputActionProperty

    A serializable property type that can either reference an action externally defined in an InputActionAsset or define a new action directly on the property.

    InputActionSetupExtensions.BindingSyntax

    Write accessor to a binding on either an InputAction or an InputActionMap.

    InputActionSetupExtensions.CompositeSyntax

    Write accessor to a composite binding.

    InputActionSetupExtensions.ControlSchemeSyntax

    Write accessor to a control scheme.

    InputBinding

    A mapping of controls to an action.

    InputBindingCompositeContext

    Contextual data made available when processing values of composite bindings.

    InputBindingCompositeContext.PartBinding

    Information about a control bound to a part of a composite.

    InputControlExtensions.InputEventControlCollection

    Allows iterating over the controls referenced by an InputEvent via InputControlExtensions.InputEventControlEnumerator.

    InputControlExtensions.InputEventControlEnumerator

    Iterates over the controls in a StateEvent or DeltaStateEvent while optionally applying certain filtering criteria.

    InputControlList<TControl>

    Keep a list of InputControls without allocating managed memory.

    InputControlPath.ParsedPathComponent

    A single component of a parsed control path as returned by Parse(string). For example, in the control path "<Gamepad>/buttonSouth", there are two parts: "<Gamepad>" and "buttonSouth".

    InputControlScheme

    A named set of zero or more device requirements along with an associated binding group.

    InputControlScheme.DeviceRequirement

    InputControlScheme.MatchResult

    The result of matching a list of devices against a list of requirements in an InputControlScheme.

    InputControlScheme.MatchResult.Match

    A single matched InputControlScheme.DeviceRequirement.

    InputInteractionContext

    Information passed to interactions when their associated controls trigger.

    InputRemoting.Message

    A message exchanged between two InputRemoting instances.

    Interfaces

    DefaultInputActions.IPlayerActions

    DefaultInputActions.IUIActions

    IInputActionCollection

    A collection of input actions (see InputAction).

    IInputActionCollection2

    An extended version of IInputActionCollection.

    IInputInteraction

    Interface for interaction patterns that drive actions.

    IInputInteraction<TValue>

    Identical to IInputInteraction except that it allows an interaction to explicitly advertise the value it expects.

    Enums

    InputActionChange

    Indicates what type of change related to an input action occurred.

    InputActionPhase

    Trigger phase of an InputAction.

    InputActionType

    Determines the behavior with which an InputAction triggers.

    InputBinding.DisplayStringOptions

    A set of flags to turn individual default behaviors of ToDisplayString(DisplayStringOptions, InputControl) off.

    InputControlExtensions.Enumerate

    Flags that control which controls are returned by EnumerateControls(InputEventPtr, Enumerate, InputDevice, float).

    InputControlLayoutChange

    Enum used to identity the change type for the onLayoutChange event.

    InputControlPath.HumanReadableStringOptions

    Options for customizing the behavior of ToHumanReadableString(string, HumanReadableStringOptions, InputControl).

    InputDeviceChange

    Indicates what type of change related to an input device occurred.

    InputProcessor.CachingPolicy

    Caching policy regarding usage of return value from processors.

    InputRemoting.MessageType

    Enumeration of possible types of messages exchanged between two InputRemoting instances.

    InputSettings.BackgroundBehavior

    Determines how the applications behaves when running in the background. See backgroundBehavior.

    InputSettings.EditorInputBehaviorInPlayMode

    Determines how player focus is handled with respect to input when we are in play mode in the editor. See editorInputBehaviorInPlayMode. The setting does not have an effect when the editor is not in play mode.

    InputSettings.InputActionPropertyDrawerMode

    Determines how the Inspector window displays InputActionProperty fields.

    InputSettings.UpdateMode

    How the input system should update.

    Key

    Enumeration of key codes.

    PenButton

    Enumeration of buttons on a Pen.

    PlayerJoinBehavior

    Determines how PlayerInputManager joins new players.

    PlayerNotifications

    Determines how the triggering of an action or other input-related events are relayed to other GameObjects.

    TouchPhase

    Indicates where in its lifecycle a given touch is.

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