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    Class FallbackComposite<TValue>

    Base class for a composite that returns a single value computed from an ordered list of bindings.

    Inheritance
    object
    InputBindingComposite
    InputBindingComposite<TValue>
    FallbackComposite<TValue>
    ButtonFallbackComposite
    IntegerFallbackComposite
    QuaternionFallbackComposite
    Vector3FallbackComposite
    Inherited Members
    InputBindingComposite<TValue>.valueType
    InputBindingComposite<TValue>.valueSizeInBytes
    InputBindingComposite<TValue>.ReadValue(ref InputBindingCompositeContext)
    InputBindingComposite<TValue>.ReadValue(ref InputBindingCompositeContext, void*, int)
    InputBindingComposite<TValue>.ReadValueAsObject(ref InputBindingCompositeContext)
    InputBindingComposite.EvaluateMagnitude(ref InputBindingCompositeContext)
    InputBindingComposite.FinishSetup(ref InputBindingCompositeContext)
    InputBindingComposite.GetExpectedControlLayoutName(string, string)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.XR.Interaction.Toolkit.Inputs.Composites
    Assembly: Unity.XR.Interaction.Toolkit.dll
    Syntax
    [Preserve]
    public abstract class FallbackComposite<TValue> : InputBindingComposite<TValue> where TValue : struct
    Type Parameters
    Name Description
    TValue

    Type of value returned by the composite.

    Remarks

    This composite allows for defining multiple binding paths, but unlike a Value action with multiple bindings which uses control magnitude to select the active control, this composite uses an ordered priority list of bindings. If the first input binding is not bound to an input control, it falls back to try the second input binding, and so on.

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