PlayerInput
class in UnityEngine.InputSystem · Unity.InputSystem · inherits from MonoBehaviour
36 of 38 of Unity's members
In Tassix
One player's input: enables the default action map of its actions and tells scripts when actions trigger. With SendMessages (the default) or BroadcastMessages, "On<Action>(InputValue)" goes to the GameObject when an action performs (and when a Value action cancels); with C# events, onActionTriggered gets every callback; with Unity events, the action's event in actionEvents does.
Fields 3
const string ControlsChangedMessageconst string DeviceLostMessageconst string DeviceRegainedMessageProperties 20
ReadOnlyArray<ActionEvent> actionEvents { get; set; }InputActionAsset? actions { get; set; }static ReadOnlyArray<PlayerInput> all { get; }Camera? camera { get; set; }ControlsChangedEvent controlsChangedEvent { get; }InputActionMap? currentActionMap { get; set; }string? currentControlScheme { get; }string? defaultActionMap { get; set; }string? defaultControlScheme { get; set; }DeviceLostEvent deviceLostEvent { get; }DeviceRegainedEvent deviceRegainedEvent { get; }ReadOnlyArray<InputDevice> devices { get; }bool hasMissingRequiredDevices { get; }bool inputIsActive { get; }static bool isSinglePlayer { get; }bool neverAutoSwitchControlSchemes { get; set; }PlayerNotifications notificationBehavior { get; set; }int playerIndex { get; }int splitScreenIndex { get; }MonoBehaviour? uiInputModule { get; set; }Methods 8
void ActivateInput()void DeactivateInput()static PlayerInput? FindFirstPairedToDevice(InputDevice device)TDevice? GetDevice<TDevice>()static PlayerInput? GetPlayerByIndex(int playerIndex)void PassivateInput()void SwitchCurrentActionMap(string mapNameOrId)bool SwitchCurrentControlScheme(params InputDevice[] devices)void SwitchCurrentControlScheme(string controlScheme, params InputDevice[] devices)Events 4
event Action<InputAction.CallbackContext>? onActionTriggeredevent Action<PlayerInput>? onControlsChangedevent Action<PlayerInput>? onDeviceLostevent Action<PlayerInput>? onDeviceRegainedNot in Tassix yet 2
DebugLogAction user
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.