InputActionAsset
class in UnityEngine.InputSystem · Unity.InputSystem · inherits from ScriptableObject
22 of 22 of Unity's members
In Tassix
A set of action maps, as an .inputactions file holds them (the same JSON). A ScriptableObject, so scenes can reference it and generated C# classes load it with FromJson.
Fields 1
const string ExtensionProperties 7
ReadOnlyArray<InputActionMap> actionMaps { get; }InputBinding? bindingMask { get; set; }IEnumerable<InputBinding> bindings { get; }ReadOnlyArray<InputControlScheme> controlSchemes { get; }ReadOnlyArray<InputDevice>? devices { get; set; }bool enabled { get; }InputAction this[string actionNameOrId] { get; }Methods 13
bool Contains(InputAction action)void Disable()void Enable()InputAction? FindAction(string actionNameOrId, bool throwIfNotFound = false)InputAction FindAction(Guid guid)By "Map/Action", by action name in any map, or by id.
InputActionMap? FindActionMap(string nameOrId, bool throwIfNotFound = false)InputActionMap FindActionMap(Guid id)int FindBinding(InputBinding mask, out InputAction? action)InputControlScheme? FindControlScheme(string name)int FindControlSchemeIndex(string name)static InputActionAsset FromJson(string json)IEnumerator<InputAction> GetEnumerator()bool IsUsableWithDevice(InputDevice device)void LoadFromJson(string json)string ToJson()