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  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
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    • Update Visual Scripting
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  • Basic concepts in Visual Scripting
    • The interface
    • Nodes
    • Graphs
      • Subgraphs and State Units
      • Transitions
    • Script Machines and State Machines
    • Object types
      • Custom types
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  • 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
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      • Output node
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      • Subgraph node
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  • Developer's guide
  • Known Issues

On Keyboard Input node

Note

The On Keyboard Input node is an Input Manager node. For more information about how to use the Input Manager with Visual Scripting, see Capture user input in an application.

The On Keyboard Input node listens for a specified action on a keyboard key. It triggers the next node connected to it after the action occurs in the application. It doesn't send or receive any other data.

An image of the Graph window. An On Keyboard Input node displays with its details in the Graph Inspector.

Fuzzy finder category

The On Keyboard Input node is in the Events > Input category in the fuzzy finder.

Inputs

The On Keyboard Input node has the following input ports:

Name Type Description
Key Key Code The name of the keyboard key the node listens to for an Input event. For a list of all available keys, see the KeyCode page's Properties section in the Unity User manual.
Action Press State The specific press state of the key that the node listens for.
Hold The user holds down the key.
Down The user presses the key.
Up The user releases the key.

Additional node settings

The On Keyboard Input node has additional settings. Access these settings from the Graph Inspector:

[!includenodes-coroutine

Outputs

The On Keyboard Input node has one output port:

Name Type Description
Trigger Output Trigger The control output port. Make a connection to specify what Visual Scripting should do after the configured Input event occurs in your application.

Example graph usage

In the following example, the On Keyboard Input node listens for when the user presses the Space key. When the user presses Space, the On Keyboard Input triggers the Transform Translate node and lifts the GameObject along its Y coordinate by 5 units. This makes the GameObject jump.

An image of the Graph window. An On Keyboard Input node uses inline values to assign its Key as Space and its Action as Down. Its Trigger output port connects to the Invoke input port on a Transform Translate node. The Translate node uses an inline value of This for its Target, and an inline value of 5 for its Y input.

An image of the Game view. A cylinder and square sit on a plane, with a sphere lifted into the air between them.

Related nodes

The following nodes are related or similar to the the On Keyboard Input node:

  • On Button Input node
  • On Mouse Down node
  • On Mouse Drag node
  • On Mouse Enter node
  • On Mouse Exit node
  • On Mouse Input node
  • On Mouse Over node
  • On Mouse Up node
  • On Mouse Up As Button node
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