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    Class DefaultInputActions

    A default InputAction setup.

    Inheritance
    object
    DefaultInputActions
    Implements
    IInputActionCollection2
    IInputActionCollection
    IEnumerable<InputAction>
    IEnumerable
    IDisposable
    Namespace: UnityEngine.InputSystem
    Assembly: Unity.InputSystem.dll
    Syntax
    public class DefaultInputActions : IInputActionCollection2, IInputActionCollection, IEnumerable<InputAction>, IEnumerable, IDisposable
    Remarks

    This class is auto-generated from the DefaultAction.inputactions asset that comes with the Input System.

    // Instantiate the default action set.
    var actions = new DefaultInputActions();
    

    // One way to use the actions: actions.Player.Enable(); actions.Player.Fire.performed += _ => Fire(); // Or: if (actions.Player.Fire.WasPressedThisFrame()) Fire();

    // Another way is with PlayerInput, for example: var playerInput = AddComponent<PlayerInput>(); playerInput.actions = actions.asset;

    Constructors

    DefaultInputActions()

    Declaration
    public DefaultInputActions()

    Properties

    GamepadScheme

    Declaration
    public InputControlScheme GamepadScheme { get; }
    Property Value
    Type Description
    InputControlScheme

    JoystickScheme

    Declaration
    public InputControlScheme JoystickScheme { get; }
    Property Value
    Type Description
    InputControlScheme

    KeyboardMouseScheme

    Declaration
    public InputControlScheme KeyboardMouseScheme { get; }
    Property Value
    Type Description
    InputControlScheme

    Player

    Declaration
    public DefaultInputActions.PlayerActions Player { get; }
    Property Value
    Type Description
    DefaultInputActions.PlayerActions

    TouchScheme

    Declaration
    public InputControlScheme TouchScheme { get; }
    Property Value
    Type Description
    InputControlScheme

    UI

    Declaration
    public DefaultInputActions.UIActions UI { get; }
    Property Value
    Type Description
    DefaultInputActions.UIActions

    XRScheme

    Declaration
    public InputControlScheme XRScheme { get; }
    Property Value
    Type Description
    InputControlScheme

    asset

    Declaration
    public InputActionAsset asset { get; }
    Property Value
    Type Description
    InputActionAsset

    bindingMask

    Optional mask applied to all bindings in the collection.

    Declaration
    public InputBinding? bindingMask { get; set; }
    Property Value
    Type Description
    InputBinding?
    Remarks

    If this is not null, only bindings that match the mask will be used.

    Modifying this property while any of the actions in the collection are enabled will lead to the actions getting disabled temporarily and then re-enabled.

    bindings

    Iterate over all bindings in the collection of actions.

    Declaration
    public IEnumerable<InputBinding> bindings { get; }
    Property Value
    Type Description
    IEnumerable<InputBinding>
    See Also
    bindings
    bindings
    bindings

    controlSchemes

    List of control schemes defined for the set of actions.

    Declaration
    public ReadOnlyArray<InputControlScheme> controlSchemes { get; }
    Property Value
    Type Description
    ReadOnlyArray<InputControlScheme>
    Remarks

    Control schemes are optional and the list may be empty.

    devices

    Devices to use with the actions in this collection.

    Declaration
    public ReadOnlyArray<InputDevice>? devices { get; set; }
    Property Value
    Type Description
    ReadOnlyArray<InputDevice>?
    Remarks

    If this is set, actions in the collection will exclusively bind to devices in the given list. For example, if two gamepads are present in the system yet only one gamepad is listed here, then a "<Gamepad>/leftStick" binding will only bind to the gamepad in the list and not to the one that is only available globally.

    Modifying this property after bindings in the collection have already been resolved, will lead to controls getting refreshed. If any of the actions in the collection are currently in progress (see phase), the actions will remain unaffected and in progress except if the controls currently driving them (see activeControl) are no longer part of any of the selected devices. In that case, the action is canceled.

    Methods

    Contains(InputAction)

    Check whether the given action is contained in this collection.

    Declaration
    public bool Contains(InputAction action)
    Parameters
    Type Name Description
    InputAction action

    An arbitrary input action.

    Returns
    Type Description
    bool

    True if the given action is contained in the collection, false if not.

    Remarks

    Calling this method will not allocate GC memory (unlike when iterating generically over the collection). Also, a collection may have a faster containment check rather than having to search through all its actions.

    Disable()

    Disable all actions in the collection.

    Declaration
    public void Disable()
    See Also
    Disable()
    enabled

    Dispose()

    Declaration
    public void Dispose()

    Enable()

    Enable all actions in the collection.

    Declaration
    public void Enable()
    See Also
    Enable()
    enabled

    FindAction(string, bool)

    Find an InputAction in the collection by its name or by its id (in string form).

    Declaration
    public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
    Parameters
    Type Name Description
    string actionNameOrId

    Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or a simple name. In the former case, the name is split at the '/' slash and the first part is used to find a map with that name and the second part is used to find an action with that name inside the map. In the latter case, all maps are searched in order and the first action that has the given name in any of the maps is returned. Note that name comparisons are case-insensitive.

     Alternatively, the given string can be a GUID as given by <xref href="UnityEngine.InputSystem.InputAction.id" data-throw-if-not-resolved="false"></xref>.
    
    bool throwIfNotFound

    If true, instead of returning null when the action cannot be found, throw ArgumentException.

    Returns
    Type Description
    InputAction

    The action with the corresponding name or null if no matching action could be found.

    Exceptions
    Type Condition
    ArgumentNullException

    actionNameOrId is null.

    ArgumentException

    Thrown if throwIfNotFound is true and the action could not be found. -Or- If actionNameOrId contains a slash but is missing either the action or the map name.

    FindBinding(InputBinding, out InputAction)

    Find the index of the first binding that matches the given mask.

    Declaration
    public int FindBinding(InputBinding bindingMask, out InputAction action)
    Parameters
    Type Name Description
    InputBinding bindingMask
    InputAction action

    Receives the action on which the binding was found. If none was found, will be set to null.

    Returns
    Type Description
    int

    Index into bindings of action of the binding that matches mask. If no binding matches, will return -1.

    Remarks

    For details about matching bindings by a mask, see Matches(InputBinding).

    var index = playerInput.actions.FindBinding(
    new InputBinding { path = "<Gamepad>/buttonSouth" },
    out var action);

         if (index != -1)
             Debug.Log($"The A button is bound to {action}");</code></pre></example>
    
    See Also
    Matches(InputBinding)
    bindings

    GetEnumerator()

    Declaration
    public IEnumerator<InputAction> GetEnumerator()
    Returns
    Type Description
    IEnumerator<InputAction>

    Implements

    IInputActionCollection2
    IInputActionCollection
    IEnumerable<T>
    IEnumerable
    IDisposable

    Extension Methods

    InputActionRebindingExtensions.LoadBindingOverridesFromJson(IInputActionCollection2, string, bool)
    InputActionRebindingExtensions.RemoveAllBindingOverrides(IInputActionCollection2)
    InputActionRebindingExtensions.SaveBindingOverridesAsJson(IInputActionCollection2)
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