Scripting API

InputAction

class in UnityEngine.InputSystem · Unity.InputSystem

35 of 42 of Unity's members
In Tassix

An action: bindings to controls, a value, and callbacks as it changes. As in Unity: a Button starts and performs when pressed past its press point and stays Performed until released (canceled); a Value starts and performs when actuated, performs again on every change (its phase in between is Started), and cancels at rest; a PassThrough performs on every change. A Value action looks at its controls' state when enabled.

Constructors 1

InputAction(string? name = null, InputActionType type = default, string? binding = null, string? interactions = null, string? processors = null, string? expectedControlType = null)
InputAction()

Properties 16

InputActionMap? actionMap { get; }
InputControl? activeControl { get; }
Type? activeValueType { get; }
ReadOnlyArray<InputBinding> bindings { get; }
ReadOnlyArray<InputControl> controls { get; }
bool enabled { get; }
string? expectedControlType { get; set; }
Guid id { get; }
bool inProgress { get; }
string? interactions { get; }
string name { get; }
InputActionPhase phase { get; }
string? processors { get; }
bool triggered { get; }
InputActionType type { get; }
bool wantsInitialStateCheck { get; set; }

Methods 15

void Disable()
void Dispose()
void Enable()
float GetControlMagnitude()
float GetTimeoutCompletionPercentage()
bool IsInProgress()
bool IsPressed()
TValue ReadValue<TValue>()
object? ReadValueAsObject()
void Reset()
string ToString()
bool WasCompletedThisFrame()
bool WasPerformedThisFrame()
bool WasPressedThisFrame()
bool WasReleasedThisFrame()

Events 3

event Action<CallbackContext>? canceled
event Action<CallbackContext>? performed
event Action<CallbackContext>? started

Not in Tassix yet 7

Clone Priority WasCompletedThisDynamicUpdate WasPerformedThisDynamicUpdate WasPressedThisDynamicUpdate WasReleasedThisDynamicUpdate bindingMask