Class SteamInput
Purpose: Steam Input API
Inherited Members
Namespace: Unity.Steamworks.Interop
Assembly: Unity.Steamworks.Interop.dll
Syntax
public static class SteamInput
Methods
ActivateActionSet(InputHandle_t, InputActionSetHandle_t)
Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in your state loops, instead of trying to place it in all of your state transitions.
Declaration
public static void ActivateActionSet(InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputActionSetHandle_t | actionSetHandle | Passed through to |
ActivateActionSetLayer(InputHandle_t, InputActionSetHandle_t)
ACTION SET LAYERS
Declaration
public static void ActivateActionSetLayer(InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputActionSetHandle_t | actionSetLayerHandle | Passed through to |
BNewDataAvailable()
Returns true if new data has been received since the last time action data was accessed via GetDigitalActionData or GetAnalogActionData. The game will still need to call SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream
Declaration
public static bool BNewDataAvailable()
Returns
| Type | Description |
|---|---|
| bool | The value |
BWaitForData(bool, uint)
Waits on an IPC event from Steam sent when there is new data to be fetched from the data drop. Returns true when data was recievied before the timeout expires. Useful for games with a dedicated input thread
Declaration
public static bool BWaitForData(bool bWaitForever, uint unTimeout)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | bWaitForever | Passed through to |
| uint | unTimeout | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
DeactivateActionSetLayer(InputHandle_t, InputActionSetHandle_t)
Calls the Steamworks ISteamInput::DeactivateActionSetLayer method.
Declaration
public static void DeactivateActionSetLayer(InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputActionSetHandle_t | actionSetLayerHandle | Passed through to |
DeactivateAllActionSetLayers(InputHandle_t)
Calls the Steamworks ISteamInput::DeactivateAllActionSetLayers method.
Declaration
public static void DeactivateAllActionSetLayers(InputHandle_t inputHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
EnableActionEventCallbacks(SteamInputActionEventCallbackPointer)
Controller Connected - provides info about a single newly connected controller Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks Controller Disconnected - provides info about a single disconnected controller Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks Controllers using Gamepad emulation (XInput, DirectInput, etc) will be seated in the order that input is sent by the device. This callback will fire on first input for each device and when the a user has manually changed the order via the Steam overlay. This also has the device type info so that you can change out glyph sets without making additional API calls Enable SteamInputActionEvent_t callbacks. Directly calls your callback function for lower latency than standard Steam callbacks. Supports one callback at a time. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
Declaration
public static void EnableActionEventCallbacks(SteamInputActionEventCallbackPointer pCallback)
Parameters
| Type | Name | Description |
|---|---|---|
| SteamInputActionEventCallbackPointer | pCallback | Passed through to |
EnableDeviceCallbacks()
CALLBACKS Controller configuration loaded - these callbacks will always fire if you have a handler. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks. Each controller that is already connected will generate a device connected callback when you enable them
Declaration
public static void EnableDeviceCallbacks()
GetActionOriginFromXboxOrigin(InputHandle_t, EXboxOrigin)
Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration
Declaration
public static EInputActionOrigin GetActionOriginFromXboxOrigin(InputHandle_t inputHandle, EXboxOrigin eOrigin)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| EXboxOrigin | eOrigin | Passed through to |
Returns
| Type | Description |
|---|---|
| EInputActionOrigin | The value |
GetActionSetHandle(string)
ACTION SETS Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
Declaration
public static InputActionSetHandle_t GetActionSetHandle(string pszActionSetName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszActionSetName | Passed through to |
Returns
| Type | Description |
|---|---|
| InputActionSetHandle_t | The value |
GetActiveActionSetLayers(InputHandle_t, InputActionSetHandle_t[])
Enumerate currently active layers. handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of InputActionSetHandle_t handles Returns the number of handles written to handlesOut
Declaration
public static int GetActiveActionSetLayers(InputHandle_t inputHandle, InputActionSetHandle_t[] handlesOut)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputActionSetHandle_t[] | handlesOut | Passed through to |
Returns
| Type | Description |
|---|---|
| int | The value |
GetAnalogActionData(InputHandle_t, InputAnalogActionHandle_t)
Returns the current state of these supplied analog game action
Declaration
public static InputAnalogActionData_t GetAnalogActionData(InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputAnalogActionHandle_t | analogActionHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| InputAnalogActionData_t | The value |
GetAnalogActionHandle(string)
Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
Declaration
public static InputAnalogActionHandle_t GetAnalogActionHandle(string pszActionName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszActionName | Passed through to |
Returns
| Type | Description |
|---|---|
| InputAnalogActionHandle_t | The value |
GetAnalogActionOrigins(InputHandle_t, InputActionSetHandle_t, InputAnalogActionHandle_t, EInputActionOrigin[])
Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
Declaration
public static int GetAnalogActionOrigins(InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin[] originsOut)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputActionSetHandle_t | actionSetHandle | Passed through to |
| InputAnalogActionHandle_t | analogActionHandle | Passed through to |
| EInputActionOrigin[] | originsOut | Passed through to |
Returns
| Type | Description |
|---|---|
| int | The value |
GetConnectedControllers(InputHandle_t[])
Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam. handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles Returns the number of handles written to handlesOut
Declaration
public static int GetConnectedControllers(InputHandle_t[] handlesOut)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t[] | handlesOut | Passed through to |
Returns
| Type | Description |
|---|---|
| int | The value |
GetControllerForGamepadIndex(int)
Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
Declaration
public static InputHandle_t GetControllerForGamepadIndex(int nIndex)
Parameters
| Type | Name | Description |
|---|---|---|
| int | nIndex | Passed through to |
Returns
| Type | Description |
|---|---|
| InputHandle_t | The value |
GetCurrentActionSet(InputHandle_t)
Calls the Steamworks ISteamInput::GetCurrentActionSet method.
Declaration
public static InputActionSetHandle_t GetCurrentActionSet(InputHandle_t inputHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| InputActionSetHandle_t | The value |
GetDeviceBindingRevision(InputHandle_t, out int, out int)
Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
Declaration
public static bool GetDeviceBindingRevision(InputHandle_t inputHandle, out int pMajor, out int pMinor)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| int | pMajor | Passed through to |
| int | pMinor | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
GetDigitalActionData(InputHandle_t, InputDigitalActionHandle_t)
Returns the current state of the supplied digital game action
Declaration
public static InputDigitalActionData_t GetDigitalActionData(InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputDigitalActionHandle_t | digitalActionHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| InputDigitalActionData_t | The value |
GetDigitalActionHandle(string)
ACTIONS Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
Declaration
public static InputDigitalActionHandle_t GetDigitalActionHandle(string pszActionName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pszActionName | Passed through to |
Returns
| Type | Description |
|---|---|
| InputDigitalActionHandle_t | The value |
GetDigitalActionOrigins(InputHandle_t, InputActionSetHandle_t, InputDigitalActionHandle_t, EInputActionOrigin[])
Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
Declaration
public static int GetDigitalActionOrigins(InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin[] originsOut)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputActionSetHandle_t | actionSetHandle | Passed through to |
| InputDigitalActionHandle_t | digitalActionHandle | Passed through to |
| EInputActionOrigin[] | originsOut | Passed through to |
Returns
| Type | Description |
|---|---|
| int | The value |
GetGamepadIndexForController(InputHandle_t)
Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
Declaration
public static int GetGamepadIndexForController(InputHandle_t ulinputHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | ulinputHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| int | The value |
GetGlyphForActionOrigin_Legacy(EInputActionOrigin)
Get a local path to an older, Big Picture Mode-style PNG file for a particular origin
Declaration
public static string GetGlyphForActionOrigin_Legacy(EInputActionOrigin eOrigin)
Parameters
| Type | Name | Description |
|---|---|---|
| EInputActionOrigin | eOrigin | Passed through to |
Returns
| Type | Description |
|---|---|
| string | The value |
GetGlyphForXboxOrigin(EXboxOrigin)
Get a local path to art for on-screen glyph for a particular Xbox controller origin
Declaration
public static string GetGlyphForXboxOrigin(EXboxOrigin eOrigin)
Parameters
| Type | Name | Description |
|---|---|---|
| EXboxOrigin | eOrigin | Passed through to |
Returns
| Type | Description |
|---|---|
| string | The value |
GetGlyphPNGForActionOrigin(EInputActionOrigin, ESteamInputGlyphSize, uint)
Get a local path to a PNG file for the provided origin's glyph.
Declaration
public static string GetGlyphPNGForActionOrigin(EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint unFlags)
Parameters
| Type | Name | Description |
|---|---|---|
| EInputActionOrigin | eOrigin | Passed through to |
| ESteamInputGlyphSize | eSize | Passed through to |
| uint | unFlags | Passed through to |
Returns
| Type | Description |
|---|---|
| string | The value |
GetGlyphSVGForActionOrigin(EInputActionOrigin, uint)
Get a local path to a SVG file for the provided origin's glyph.
Declaration
public static string GetGlyphSVGForActionOrigin(EInputActionOrigin eOrigin, uint unFlags)
Parameters
| Type | Name | Description |
|---|---|---|
| EInputActionOrigin | eOrigin | Passed through to |
| uint | unFlags | Passed through to |
Returns
| Type | Description |
|---|---|
| string | The value |
GetInputTypeForHandle(InputHandle_t)
Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values ESteamInputType will remain static and only return valid values from your SDK version
Declaration
public static ESteamInputType GetInputTypeForHandle(InputHandle_t inputHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| ESteamInputType | The value |
GetMotionData(InputHandle_t)
Returns raw motion data from the specified device
Declaration
public static InputMotionData_t GetMotionData(InputHandle_t inputHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| InputMotionData_t | The value |
GetRemotePlaySessionID(InputHandle_t)
Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it See isteamremoteplay.h for more information on Steam Remote Play sessions
Declaration
public static uint GetRemotePlaySessionID(InputHandle_t inputHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| uint | The value |
GetSessionInputConfigurationSettings()
Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values. Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration
Declaration
public static ushort GetSessionInputConfigurationSettings()
Returns
| Type | Description |
|---|---|
| ushort | The value |
GetStringForActionOrigin(EInputActionOrigin)
Returns a localized string (from Steam's language setting) for the specified origin.
Declaration
public static string GetStringForActionOrigin(EInputActionOrigin eOrigin)
Parameters
| Type | Name | Description |
|---|---|---|
| EInputActionOrigin | eOrigin | Passed through to |
Returns
| Type | Description |
|---|---|
| string | The value |
GetStringForAnalogActionName(InputAnalogActionHandle_t)
Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
Declaration
public static string GetStringForAnalogActionName(InputAnalogActionHandle_t eActionHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputAnalogActionHandle_t | eActionHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| string | The value |
GetStringForDigitalActionName(InputDigitalActionHandle_t)
Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
Declaration
public static string GetStringForDigitalActionName(InputDigitalActionHandle_t eActionHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputDigitalActionHandle_t | eActionHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| string | The value |
GetStringForXboxOrigin(EXboxOrigin)
Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
Declaration
public static string GetStringForXboxOrigin(EXboxOrigin eOrigin)
Parameters
| Type | Name | Description |
|---|---|---|
| EXboxOrigin | eOrigin | Passed through to |
Returns
| Type | Description |
|---|---|
| string | The value |
Init(bool)
Init and Shutdown must be called when starting/ending use of this interface. if bExplicitlyCallRunFrame is called then you will need to manually call RunFrame each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called
Declaration
public static bool Init(bool bExplicitlyCallRunFrame)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | bExplicitlyCallRunFrame | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
Legacy_TriggerHapticPulse(InputHandle_t, ESteamControllerPad, ushort)
Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead. Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc).
Declaration
public static void Legacy_TriggerHapticPulse(InputHandle_t inputHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| ESteamControllerPad | eTargetPad | Passed through to |
| ushort | usDurationMicroSec | Passed through to |
Legacy_TriggerRepeatedHapticPulse(InputHandle_t, ESteamControllerPad, ushort, ushort, ushort, uint)
Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead. nFlags is currently unused and reserved for future use.
Declaration
public static void Legacy_TriggerRepeatedHapticPulse(InputHandle_t inputHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| ESteamControllerPad | eTargetPad | Passed through to |
| ushort | usDurationMicroSec | Passed through to |
| ushort | usOffMicroSec | Passed through to |
| ushort | unRepeat | Passed through to |
| uint | nFlags | Passed through to |
RunFrame(bool)
Synchronize API state with the latest Steam Input action data available. This is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest possible latency, you call this directly before reading controller state. Note: This must be called from somewhere before GetConnectedControllers will return any handles
Declaration
public static void RunFrame(bool bReservedValue = true)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | bReservedValue | Passed through to |
SetDualSenseTriggerEffect(InputHandle_t, IntPtr)
Set the trigger effect for a DualSense controller
Declaration
public static void SetDualSenseTriggerEffect(InputHandle_t inputHandle, IntPtr pParam)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| IntPtr | pParam | Passed through to |
SetInputActionManifestFilePath(string)
Set the absolute path to the Input Action Manifest file containing the in-game actions and file paths to the official configurations. Used in games that bundle Steam Input configurations inside of the game depot instead of using the Steam Workshop
Declaration
public static bool SetInputActionManifestFilePath(string pchInputActionManifestAbsolutePath)
Parameters
| Type | Name | Description |
|---|---|---|
| string | pchInputActionManifestAbsolutePath | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
SetLEDColor(InputHandle_t, byte, byte, byte, uint)
Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle the behavior on exit of your program so you don't need to try restore the default as you are shutting down
Declaration
public static void SetLEDColor(InputHandle_t inputHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| byte | nColorR | Passed through to |
| byte | nColorG | Passed through to |
| byte | nColorB | Passed through to |
| uint | nFlags | Passed through to |
ShowBindingPanel(InputHandle_t)
Utility functions available without using the rest of Steam Input API Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode If the user is not in Big Picture Mode it will open up the binding in a new window
Declaration
public static bool ShowBindingPanel(InputHandle_t inputHandle)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
Returns
| Type | Description |
|---|---|
| bool | The value |
Shutdown()
Calls the Steamworks ISteamInput::Shutdown method.
Declaration
public static bool Shutdown()
Returns
| Type | Description |
|---|---|
| bool | The value |
StopAnalogActionMomentum(InputHandle_t, InputAnalogActionHandle_t)
Stop analog momentum for the action if it is a mouse action in trackball mode
Declaration
public static void StopAnalogActionMomentum(InputHandle_t inputHandle, InputAnalogActionHandle_t eAction)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| InputAnalogActionHandle_t | eAction | Passed through to |
TranslateActionOrigin(ESteamInputType, EInputActionOrigin)
Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
Declaration
public static EInputActionOrigin TranslateActionOrigin(ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin)
Parameters
| Type | Name | Description |
|---|---|---|
| ESteamInputType | eDestinationInputType | Passed through to |
| EInputActionOrigin | eSourceOrigin | Passed through to |
Returns
| Type | Description |
|---|---|
| EInputActionOrigin | The value |
TriggerSimpleHapticEvent(InputHandle_t, EControllerHapticLocation, byte, sbyte, byte, sbyte)
Send a haptic pulse, works on Steam Deck and Steam Controller devices
Declaration
public static void TriggerSimpleHapticEvent(InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, byte nIntensity, sbyte nGainDB, byte nOtherIntensity, sbyte nOtherGainDB)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| EControllerHapticLocation | eHapticLocation | Passed through to |
| byte | nIntensity | Passed through to |
| sbyte | nGainDB | Passed through to |
| byte | nOtherIntensity | Passed through to |
| sbyte | nOtherGainDB | Passed through to |
TriggerVibration(InputHandle_t, ushort, ushort)
OUTPUTS Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers
Declaration
public static void TriggerVibration(InputHandle_t inputHandle, ushort usLeftSpeed, ushort usRightSpeed)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| ushort | usLeftSpeed | Passed through to |
| ushort | usRightSpeed | Passed through to |
TriggerVibrationExtended(InputHandle_t, ushort, ushort, ushort, ushort)
Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers
Declaration
public static void TriggerVibrationExtended(InputHandle_t inputHandle, ushort usLeftSpeed, ushort usRightSpeed, ushort usLeftTriggerSpeed, ushort usRightTriggerSpeed)
Parameters
| Type | Name | Description |
|---|---|---|
| InputHandle_t | inputHandle | Passed through to |
| ushort | usLeftSpeed | Passed through to |
| ushort | usRightSpeed | Passed through to |
| ushort | usLeftTriggerSpeed | Passed through to |
| ushort | usRightTriggerSpeed | Passed through to |