Scripting API

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()