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    Class InputReceiver

    Represents a separate player in the game complete with a set of actions exclusive to the player and a set of paired device. It is the simple version of UnityEngine.InputSystem.PlayerInput that removing dependency of InputControlScheme.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    DataChannelBase
    InputChannelReceiverBase
    InputReceiver
    Implements
    IDataChannel
    Inherited Members
    DataChannelBase.local
    DataChannelBase.label
    DataChannelBase.IsLocal
    DataChannelBase.Label
    DataChannelBase.IsConnected
    DataChannelBase.ConnectionId
    DataChannelBase.Channel
    DataChannelBase.OnStartedChannel
    DataChannelBase.OnStoppedChannel
    DataChannelBase.Send(byte[])
    DataChannelBase.Send(string)
    DataChannelBase.SetChannel(SignalingEventData)
    DataChannelBase.OnMessage(byte[])
    DataChannelBase.OnOpen(string)
    DataChannelBase.OnClose(string)
    MonoBehaviour.IsInvoking()
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    MonoBehaviour.print(object)
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    Behaviour.enabled
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    Namespace: Unity.RenderStreaming
    Assembly: Unity.RenderStreaming.dll
    Syntax
    [AddComponentMenu("Render Streaming/Input Receiver")]
    public class InputReceiver : InputChannelReceiverBase, IDataChannel

    Properties

    actionEvents

    Gets or sets the action events associated with the player.

    Declaration
    public ReadOnlyArray<PlayerInput.ActionEvent> actionEvents { get; set; }
    Property Value
    Type Description
    ReadOnlyArray<ActionEvent>

    actions

    Gets or sets the input action asset associated with the player.

    Declaration
    public InputActionAsset actions { get; set; }
    Property Value
    Type Description
    InputActionAsset

    currentActionMap

    Gets or sets the current action map.

    Declaration
    public InputActionMap currentActionMap { get; set; }
    Property Value
    Type Description
    InputActionMap

    defaultActionMap

    Gets or sets the default action map.

    Declaration
    public string defaultActionMap { get; set; }
    Property Value
    Type Description
    string

    devices

    Gets or sets the action events associated with the player.

    Declaration
    public ReadOnlyArray<InputDevice> devices { get; }
    Property Value
    Type Description
    ReadOnlyArray<InputDevice>

    inputIsActive

    Indicates whether the input is currently active.

    Declaration
    public bool inputIsActive { get; }
    Property Value
    Type Description
    bool

    user

    Gets or sets the default action map.

    Declaration
    public InputUser user { get; }
    Property Value
    Type Description
    InputUser

    Methods

    ActivateInput()

    Activates input for the player.

    Declaration
    public void ActivateInput()
    Examples
    inputReceiver.ActivateInput();

    CalculateInputRegion(Vector2Int, Rect)

    Calculates the input region based on the given texture size and region in world coordinates.

    Declaration
    public void CalculateInputRegion(Vector2Int size, Rect region)
    Parameters
    Type Name Description
    Vector2Int size

    The size of the texture.

    Rect region

    The region of the texture in world coordinate system.

    Examples
    var (region, size) = remoteVideoImage.GetRegionAndSize();
    inputReceiver.CalculateInputRegion(region, size);

    DeactivateInput()

    Deactivates input for the player.

    Declaration
    public void DeactivateInput()
    Examples
    inputReceiver.DeactivateInput();

    Dispose()

    Declaration
    protected virtual void Dispose()

    OnDestroy()

    Declaration
    protected virtual void OnDestroy()

    OnDeviceChange(InputDevice, InputDeviceChange)

    Declaration
    protected virtual void OnDeviceChange(InputDevice device, InputDeviceChange change)
    Parameters
    Type Name Description
    InputDevice device
    InputDeviceChange change

    OnDisable()

    Declaration
    protected virtual void OnDisable()

    OnEnable()

    Declaration
    protected virtual void OnEnable()

    PerformPairingWithAllLocalDevices()

    Performs pairing with all local devices.

    Declaration
    public void PerformPairingWithAllLocalDevices()
    Examples
    var playerInput = hostPlayer.GetComponent<InputReceiver>();
    playerInput.PerformPairingWithAllLocalDevices();

    PerformPairingWithDevice(InputDevice)

    Performs pairing with the specified input device.

    Declaration
    public void PerformPairingWithDevice(InputDevice device)
    Parameters
    Type Name Description
    InputDevice device

    The input device to pair with.

    Examples
    var playerInput = hostPlayer.GetComponent<InputReceiver>();
    playerInput.PerformPairingWithDevice(device);

    SetChannel(string, RTCDataChannel)

    Sets the RTCDataChannel for the sender.

    Declaration
    public override void SetChannel(string connectionId, RTCDataChannel channel)
    Parameters
    Type Name Description
    string connectionId

    The connection ID.

    RTCDataChannel channel

    The RTCDataChannel to set.

    Overrides
    DataChannelBase.SetChannel(string, RTCDataChannel)
    Examples
    public void OnAddChannel(SignalingEventData data)
    {
        var obj = dictObj[data.connectionId];
        var channels = obj.GetComponentsInChildren<IDataChannel>();
        var channel = channels.FirstOrDefault(_ => !_.IsLocal && !_.IsConnected);
        channel?.SetChannel(data);
    }

    SetEnableInputPositionCorrection(bool)

    Enables or disables input position correction.

    Declaration
    public void SetEnableInputPositionCorrection(bool enabled)
    Parameters
    Type Name Description
    bool enabled

    True to enable input position correction, false to disable.

    Examples
    inputReceiver.EnableInputPositionCorrection(true);

    SwitchCurrentActionMap(string)

    Switches the current action map to the one with the given name or ID.

    Declaration
    public void SwitchCurrentActionMap(string mapNameOrId)
    Parameters
    Type Name Description
    string mapNameOrId

    The name or ID of the action map to switch to.

    Examples
    inputReceiver.SwitchCurrentActionMap("Gameplay");

    UnpairDevices(InputDevice)

    Unpairs the input user with the given device.

    Declaration
    public void UnpairDevices(InputDevice device)
    Parameters
    Type Name Description
    InputDevice device

    The device to unpair.

    Examples
    var playerInput = hostPlayer.GetComponent<InputReceiver>();
    playerInput.UnpairDevices(device);

    Events

    onDeviceChange

    Event triggered when a device changes.

    Declaration
    public override event Action<InputDevice, InputDeviceChange> onDeviceChange
    Event Type
    Type Description
    Action<InputDevice, InputDeviceChange>
    Overrides
    InputChannelReceiverBase.onDeviceChange

    Implements

    IDataChannel
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