docs.unity3d.com
  • Manual
  • Scripting API
  • Changelog
  • License
Show / Hide Table of Contents
  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
      • Add or remove types
      • Create or restore a backup
    • Choose a control scheme
    • Configure your preferences
    • Update Visual Scripting
    • Version control systems
    • Use Visual Scripting with Unity Cloud Build
  • Basic concepts in Visual Scripting
    • The interface
    • Nodes
    • Graphs
      • Subgraphs and State Units
      • Transitions
    • Script Machines and State Machines
    • Object types
      • Custom types
    • Variables
  • Develop application logic with Script Graphs
    • Create a new graph file
      • Create a new blank graph with the Project window
      • Create a new unassigned graph with the empty graph creation flow
      • Create and assign a graph to an existing GameObject
      • Create and assign a graph to a new GameObject
      • Create a graph on a Script Machine or State Machine
    • Attach a graph file to a Script Machine or State Machine
    • Open a graph file
      • Add a node to a Script Graph
      • Connect nodes in a Script Graph
      • Create and add a variable to a Script Graph
      • Create node groups
      • Add comments to a graph
    • Add a Subgraph to a Script Graph
      • Add a Trigger or Data port to a Script Graph
    • Add a State Unit to a Script Graph
    • Custom Events
      • Add a Custom Event node
      • Add a Trigger Custom Event node
    • Capture user input in an application
      • Capture input using the Input Manager
      • Add and configure a Player Input component
      • Capture input using the Input System package
    • Use relations to debug
      • Predictive and live debugging
      • Working with debug messages
    • Live edit
      • Live edit during runtime
  • Develop logic transitions with state graphs
    • Create a new state
    • Create a transition between states
  • Advanced customization and development
    • Refactor a C# script with Visual Scripting
      • Add the RenamedFrom attribute to a C# script
    • Custom C# nodes
      • Create a new simple Custom C# node
      • Add ports to your Custom C# node
      • Add logic to your Custom C# node
      • Add relations to your Custom C# node
      • Add documentation to your Custom C# node
      • Custom C# node attributes reference
    • Create a Custom Scripting Event node
      • Create a Custom Scripting Event Sender node
      • Trigger a Custom Scripting Event from a C# script
      • Listen to a Custom Scripting Event from a C# script
    • Use a custom type
      • Add the Inspectable attribute to a custom type
      • Create a custom PropertyDrawer for a custom type
  • Node reference
    • This node
    • Control node
    • Time node
    • Events
      • Event nodes
      • Input Event nodes
        • On Input System Event Button
        • On Input System Event Float
        • On Input System Event Vector 2
        • On Button Input
        • On Keyboard Input
        • On Mouse Down
        • On Mouse Drag
        • On Mouse Enter
        • On Mouse Exit
        • On Mouse Input
        • On Mouse Over
        • On Mouse Up As Button
        • On Mouse Up
    • Variable node
    • Nulls node
    • Formula node
    • Nesting
      • Input node
      • Output node
      • State Unit node
      • Subgraph node
    • Script graph nodes
    • State graph nodes
  • Developer's guide
  • Known Issues

On Input System Event Vector 2 node

Note

The On Input System Event Vector 2 node is an Input System package node. For more information about how to use the Input System package in Visual Scripting, see Capture user input in an application.

The On Input System Event Vector 2 node listens for a specific Input Action from a Player Input component. The node can output two values as a Vector 2.

Use this node when you want to read input and return two values, such as a joystick or mouse position.

An image of the Graph window. An On Input System Event Vector 2 node displays with its details in the Graph Inspector.

Fuzzy finder category

The On Input System Event Vector 2 node is in the Events > Input category in the fuzzy finder.

Inputs

The On Input System Event Vector 2 node has the following input ports:

Name Type Description
Target Player Input The Player Input component that Visual Scripting uses to display a list of input actions. The default is This, which is the Player Input component attached to the GameObject where Visual Scripting runs the Script Graph. You can also connect a node that outputs a Player Input component.
Input Action Input Action An input action. Use the dropdown to select an input action from the Player Input component specified in Player Input, or connect a node that outputs an input action.

Controls

The On Input System Event Vector 2 node has the following controls:

Name Type Description
Input Action Change Type Input Action Change Option Set an Input Action Change Type to choose the interaction type that triggers the node.
On Pressed The node triggers when a user presses the button from the selected Input Action input asset.
On Hold The node triggers when a user holds the button from the selected Input Action input asset.
On Released The node triggers when a user releases the button from the selected Input Action input asset.

You can also set this control from the Graph Inspector.

Additional node settings

The On Input System Event Vector 2 node has additional settings. Access these settings from the Graph Inspector:

[!includenodes-coroutine

Outputs

The On Input System Event Vector 2 node has the following output ports:

[!include[nodes-input-system-output-trigger-port](./snippets/input-system/nodes-input-system-output-trigger-port.md)]
Name Type Description
Vector 2 Value Vector 2 A Vector 2 output port.
Visual Scripting uses your chosen Input Action and its configuration in your Input Actions asset to determine the Vector 2 value returned by this port. See the Example graph usage section for an example.
For more information about how to configure Input Action settings and use an Input Action asset, see Input Action Assets in the Input System package documentation.

Example graph usage

In the following example, an On Input System Event Vector 2 node uses the bindings assigned to the Move Input Action. When a user presses a button from the Move binding, Visual Scripting takes the Vector 2 value it receives from the Input System and sends it as an input to the Transform Set Position node's Value input port. The Vector 2 value changes the position of the GameObject associated with the Target transform.

An image of the Graph Editor, that displays the Script Graph described above. An On Input System Event Vector 2 node sends a Vector 2 value to the Value input port on a Transform Set Position node.

For this example, Move uses the W, A, S, and D keys. The GameObject moves up in the scene when the user presses W, moves down when the user presses S, and moves left or right when the user presses A or D.

Related nodes

The following nodes are related or similar to the On Input System Event Vector 2 node:

  • On Input System Event Button node
  • On Input System Event Float node
In This Article
Back to top
Copyright © 2025 Unity Technologies — Trademarks and terms of use
  • Legal
  • Privacy Policy
  • Cookie Policy
  • Do Not Sell or Share My Personal Information