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Input System
v0.1
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A named input signal that can flexibly decide which input data to tap. More...
Inherits ICloneable.
Properties | |
| string | name [get] |
| Name of the action. More... | |
| InputActionSet | set [get] |
| The set the action belongs to. More... | |
| ReadOnlyArray< InputBinding > | bindings [get] |
| The list of bindings associated with the action. More... | |
A named input signal that can flexibly decide which input data to tap.
Unlike controls, actions signal value changes rather than the values themselves. They sit on top of controls (and each single action may reference several controls collectively) and monitor the system for change.
Unlike InputControls, InputActions are not passive. They will actively perform processing each frame they are active whereas InputControls just sit there as long as no one is asking them directly for a value.
Processors on controls are *NOT* taken into account by actions. A state is considered changed if its underlying memory changes not if the final processed value changes.
Actions are agnostic to update types. They trigger in whatever update detects a change in value.
Actions are not supported in edit mode.
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The list of bindings associated with the action.
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Name of the action.
Can be null for anonymous actions created in code.
If the action is part of a set, it will have a name and the name will be unique in the set.
The name is just the name of the action alone, not a "setName/actionName" combination.
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The set the action belongs to.
If the action is a lose action created in code, this will be null.