Scripting API

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 Extension

Properties 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()