DefaultInputActions
class in UnityEngine.InputSystem · Unity.InputSystem
Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix
The Input System's default actions: a "Player" map (Move, Look, Fire) and a "UI" map (what InputSystemUIInputModule reads), with the package's map and action IDs, so scenes' references to its DefaultInputActions asset find them. The bindings are the engine's: keyboard and mouse, gamepad, touch, joystick and XR controllers (Submit and Cancel by usage, as Unity's).
Constructors 1
Properties 12
InputControlScheme GamepadScheme { get; }InputControlScheme JoystickScheme { get; }InputControlScheme KeyboardMouseScheme { get; }PlayerActions Player { get; }InputControlScheme TouchScheme { get; }UIActions UI { get; }InputControlScheme XRScheme { get; }InputActionAsset asset { get; }InputBinding? bindingMask { get; set; }IEnumerable<InputBinding> bindings { get; }ReadOnlyArray<InputControlScheme> controlSchemes { get; }ReadOnlyArray<InputDevice>? devices { get; set; }Methods 7
bool Contains(InputAction action)void Disable()void Dispose()void Enable()InputAction? FindAction(string actionNameOrId, bool throwIfNotFound = false)int FindBinding(InputBinding bindingMask, out InputAction? action)IEnumerator<InputAction> GetEnumerator()