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Input System
v0.1
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The root of a control hierarchy. More...
Public Member Functions | |
| virtual void | MakeCurrent () |
| Make this the current device of its type. More... | |
| virtual void | OnConfigurationChanged () |
| Called by the system when the configuration of the device has changed. More... | |
Properties | |
| bool | remote [get] |
| Whether the device is mirrored from a remote input system and not actually present as a "real" device in the local system. More... | |
| bool | native [get] |
| Whether the device comes from the native Unity runtime. More... | |
| double | lastUpdateTime [get] |
| Timestamp of last state event used to update the device. More... | |
The root of a control hierarchy.
Input devices act as the container for control hierarchies. Every hierarchy has to have a device at the root. Devices cannot occur inside of hierarchies.
Unlike other controls, usages of InputDevices are allowed to be changed on the fly without requiring a change to the device template (InputSystem.SetUsage).
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virtual |
Make this the current device of its type.
Use this to set static properties that give fast access to the latest device used of a given type (Gamepad.current or XRController.leftHand and XRController.rightHand).
This functionality is somewhat like a 'pwd' for the semantic paths but one where there can be multiple current working directories, one for each type.
A device will be made current by the system initially when it is created and subsequently whenever it receives an event.
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virtual |
Called by the system when the configuration of the device has changed.
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get |
Timestamp of last state event used to update the device.
Events other than LowLevel.StateEvent and LowLevel.DeltaStateEvent will not cause lastUpdateTime to be changed.
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get |
Whether the device comes from the native Unity runtime.
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get |
Whether the device is mirrored from a remote input system and not actually present as a "real" device in the local system.