Version: 2018.1


class in UnityEngine

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Интерфейс системы ввода (Input system).

Use this class to read the axes set up in the Conventional Game Input, and to access multi-touch/accelerometer data on mobile devices.

To read an axis use Input.GetAxis with one of the following default axes: "Horizontal" and "Vertical" are mapped to joystick, A, W, S, D and the arrow keys. "Mouse X" and "Mouse Y" are mapped to the mouse delta. "Fire1", "Fire2" "Fire3" are mapped to Ctrl, Alt, Cmd keys and three mouse or joystick buttons. New input axes can be added. See Input Manager for this.

If you are using input for any kind of movement behaviour use Input.GetAxis. It gives you smoothed and configurable input that can be mapped to keyboard, joystick or mouse. Use Input.GetButton for action like events only. Do not use it for movement. Input.GetAxis will make the script code more small and simple.

Note also that the Input flags are not reset until Update. It is suggested you make all the Input calls in the Update Loop.

See Also: KeyCode which lists all of the key press, mouse and joystick options.

Mobile Devices:

iOS and Android devices are capable of tracking multiple fingers touching the screen simultaneously. You can access data on the status of each finger touching screen during the last frame by accessing the Input.touches property array.

As a device moves, its accelerometer hardware reports linear acceleration changes along the three primary axes in three-dimensional space. You can use this data to detect both the current orientation of the device (relative to the ground) and any immediate changes to that orientation.

Acceleration along each axis is reported directly by the hardware as G-force values. A value of 1.0 represents a load of about +1g along a given axis while a value of -1.0 represents -1g. If you hold the device upright (with the home button at the bottom) in front of you, the X axis is positive along the right, the Y axis is positive directly up, and the Z axis is positive pointing toward you.

You can read the Input.acceleration property to get the accelerometer reading. You can also use the Input.deviceOrientation property to get a discrete evaluation of the device's orientation in three-dimensional space. Detecting a change in orientation can be useful if you want to create game behaviors when the user rotates the device to hold it differently.

Note that the accelerometer hardware can be polled more than once per frame. To access all accelerometer samples since the last frame, you can read the Input.accelerationEvents property array. This can be useful when reconstructing player motions, feeding acceleration data into a predictor, or implementing other precise motion analysis.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public void Update() { if (Input.GetButtonDown("Fire1")) { Debug.Log(Input.mousePosition); } } }

This component relates to legacy methods for drawing UI textures and images to the screen. You should instead use UI system. This is also unrelated to the IMGUI system.

Static Variables

accelerationПоследнее измеренное линейное ускорение устройства в трехмерном пространстве. (Read Only)
accelerationEventCountКоличество измерений ускорения, произведенных за предыдущий кадр.
accelerationEventsВозвращает список измерений ускорения, произведенных за предыдущий кадр. (Read Only) (Выделяется память под временные переменные, т.е. в куче создаются лишние объекты).
anyKeyНажата ли какая-нибудь клавиша на клавиатуре или кнопка мышки? (Read Only)
anyKeyDownПри быстром многократном нажатии клавиши клавиатуры или кнопки мыши возвращает true только в первом кадре. (Read Only)
backButtonLeavesAppShould Back button quit the application?Only usable on Android, Windows Phone or Windows Tablets.
compassСвойство для организации доступа к компасу (только для мобильных устройств). (Read Only)
compensateSensorsЭто свойство управляет компенсацией информации с сенсоров устройства, если есть необходимость компенсировать информацию в зависимости от ориентации экрана.
compositionCursorPosThe current text input position used by IMEs to open windows.
compositionStringThe current IME composition string being typed by the user.
deviceOrientationDevice physical orientation as reported by OS. (Read Only)
gyroВозвращает гироскоп по умолчанию.
imeCompositionModeControls enabling and disabling of IME input composition.
imeIsSelectedDoes the user have an IME keyboard input source selected?
inputStringReturns the keyboard input entered this frame. (Read Only)
locationProperty for accessing device location (handheld devices only). (Read Only)
mousePositionТекущее положение мыши в пиксельных координатах. (Read Only)
mousePresentIndicates if a mouse device is detected.
mouseScrollDeltaТекущее положение мыши в пиксельных координатах. (Read Only)
multiTouchEnabledProperty indicating whether the system handles multiple touches.
simulateMouseWithTouchesEnables/Disables mouse simulation with touches. By default this option is enabled.
stylusTouchSupportedReturns true when Stylus Touch is supported by a device or platform.
touchCountКоличество касаний. Гарантируется, что количество касаний не изменится на протяжении кадра. (Read Only)
touchesВозвращает список объектов, отражающих состояние всех касаний за последний кадр. (Read Only) (Выделяет память под временные переменные, т.е. в куче создаются лишние объекты).
touchPressureSupportedBool value which let's users check if touch pressure is supported.
touchSupportedReturns whether the device on which application is currently running supports touch input.

Static Functions

GetAccelerationEventReturns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).
GetAxisВозвращает значение по axisName виртуальной оси.
GetAxisRawВозвращает значение по axisName виртуальной оси без применения фильтра сглаживания.
GetButtonВозвращает true, пока зажата кнопка buttonName.
GetButtonDownВозвращает true только в том кадре, в котором пользователь нажал виртуальную кнопку buttonName.
GetButtonUpReturns true the first frame the user releases the virtual button identified by buttonName.
GetJoystickNamesВозвращает массив имен подключенных джойстиков.
GetKeyReturns true while the user holds down the key identified by name.
GetKeyDownВозвращает true, если на протяжении кадра пользователь начинает выполнять нажатие клавиши name.
GetKeyUpВозвращает true, если на протяжении кадра пользователь отпустил клавишу name.
GetMouseButtonВозвращает true, если зажата заданная кнопка мыши.
GetMouseButtonDownВозвращает true, если на протяжении кадра пользователь нажал заданную кнопку мыши.
GetMouseButtonUpВозвращает true, если на протяжении кадра пользователь отпустил заданную кнопку мыши.
GetTouchCall Input.GetTouch to obtain a Touch struct.
IsJoystickPreconfiguredDetermine whether a particular joystick model has been preconfigured by Unity. (Linux-only).
ResetInputAxesСбрасывает весь ввод. После ResetInputAxes значения по всем осям устанавливаются равными 0 и все клавиши сбрасываются к 0 на один кадр.