PlayerInputManager
class in UnityEngine.InputSystem · Unity.InputSystem · inherits from MonoBehaviour
24 of 24 of Unity's members
In Tassix
Joins local players: instantiates the player prefab (with its PlayerInput) when a device not yet in use presses a button, when the join action triggers, or when a script calls JoinPlayer; announces joins and leaves by message, UnityEvent or C# event.
Fields 2
const string PlayerJoinedMessageconst string PlayerLeftMessageProperties 14
int fixedNumberOfSplitScreens { get; }static PlayerInputManager? instance { get; }InputActionProperty joinAction { get; set; }PlayerJoinBehavior joinBehavior { get; set; }bool joiningEnabled { get; }bool maintainAspectRatioInSplitScreen { get; }int maxPlayerCount { get; }PlayerNotifications notificationBehavior { get; set; }int playerCount { get; }PlayerJoinedEvent playerJoinedEvent { get; }PlayerLeftEvent playerLeftEvent { get; }GameObject? playerPrefab { get; set; }bool splitScreen { get; set; }Rect splitScreenArea { get; }Methods 5
void DisableJoining()void EnableJoining()PlayerInput? JoinPlayer(int playerIndex = -1, int splitScreenIndex = -1, string? controlScheme = null, InputDevice? pairWithDevice = null)PlayerInput? JoinPlayer(int playerIndex, int splitScreenIndex, string? controlScheme, params InputDevice[] pairWithDevices)A new player: the prefab instantiated, its PlayerInput announced.
void JoinPlayerFromAction(InputAction.CallbackContext context)void JoinPlayerFromActionIfNotAlreadyJoined(InputAction.CallbackContext context)Events 2
event Action<PlayerInput>? onPlayerJoinedevent Action<PlayerInput>? onPlayerLeftChecked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.