InputControl
class in UnityEngine.InputSystem · Unity.InputSystem
A control on a device (a key, a button, an axis, a stick): named in a path below its device ("/Keyboard/w"), holding the value the last processed input set.
Properties 13
ReadOnlyArray<InputControl> children { get; }InputDevice device { get; }string displayName { get; }string layout { get; }string name { get; }bool noisy { get; }InputControl? parent { get; }string path { get; }string shortDisplayName { get; }bool synthetic { get; }InputControl this[string childPath] { get; }ReadOnlyArray<InternedString> usages { get; }What the control is for, as its layout tags it ("Submit", "PrimaryAction"...): paths name them as "{Submit}".
abstract Type valueType { get; }Methods 5
abstract float EvaluateMagnitude()How far the control is from its resting state (0 at rest).
bool IsActuated(float threshold = 0f)abstract object? ReadValueAsObject()string ToString()InputControl? TryGetChildControl(string childPath)A child by name or nested path ("leftStick/x"), ignoring case.
Not in Tassix yet 25
ApplyParameterChanges CalculateOptimizedControlDataType CompareValue FinishSetup GetChildControl ReadValueFromBufferAsObject ReadValueFromStateAsObject ReadValueFromStateIntoBuffer RefreshConfiguration RefreshConfigurationIfNeeded WriteValueFromBufferIntoState WriteValueFromObjectIntoState aliases currentStatePtr defaultStatePtr m_StateBlock magnitude noiseMaskPtr optimizedControlDataType previousFrameStatePtr stateBlock stateOffsetRelativeToDeviceRoot usages valueSizeInBytes variants