Scripting API

InputControl

class in UnityEngine.InputSystem · Unity.InputSystem

16 of 41 of Unity's members
In Tassix

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