docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Enum PlayerNotifications

    Determines how the triggering of an action or other input-related events are relayed to other GameObjects.

    Namespace: UnityEngine.InputSystem
    Assembly: Unity.InputSystem.dll
    Syntax
    public enum PlayerNotifications

    Fields

    Name Description
    BroadcastMessages

    Like SendMessages but instead of using SendMessage(string, object), use BroadcastMessage(string, object).

    InvokeCSharpEvents

    Use plain C# callbacks.

    InvokeUnityEvents

    Have a separate UnityEvent for each notification. Allows wiring up target methods to invoke such that the connection is persisted in Unity serialized data.

    See actionEvents and related callbacks such as controlsChangedEvent.

    SendMessages

    Use SendMessage(string, object) to send a message to the GameObject that PlayerInput belongs to.

    The message name will be the name of the action (e.g. "Jump"; it will not include the action map name), and the object will be the PlayerInput on which the action was triggered.

    If the notification is for an action that was triggered, SendMessageOptions will be RequireReceiver (i.e. an error will be logged if there is no corresponding method). Otherwise it will be DontRequireReceiver.

    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)