You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/ActionAssets.md
+4-2Lines changed: 4 additions & 2 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -90,7 +90,8 @@ public class MyPlayerScript : MonoBehaviour, IGameplayActions
90
90
}
91
91
```
92
92
93
-
>__Note__: To regenerate the .cs file, right-click the .inputactions asset in the Project Browser and choose "Reimport".
93
+
> [!NOTE]
94
+
> To regenerate the .cs file, right-click the .inputactions asset in the Project Browser and choose "Reimport".
94
95
95
96
### Using Action Assets with `PlayerInput`
96
97
@@ -117,4 +118,5 @@ void Start()
117
118
}
118
119
```
119
120
120
-
> __Note:__ This default actions asset is older than, and entirely separate from the [default project-wide actions](ProjectWideActions.md). It is a legacy asset that remains included in the package for backward compatibility.
121
+
> [!NOTE]
122
+
> This default actions asset is older than, and entirely separate from the [default project-wide actions](ProjectWideActions.md). It is a legacy asset that remains included in the package for backward compatibility.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/ActionBindings.md
+16-8Lines changed: 16 additions & 8 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -132,7 +132,8 @@ If Controls from both the `positive` and the `negative` side are actuated, then
132
132
|(1) `Positive`|The positive side has precedence and the Composite returns `maxValue`.|
133
133
|(2) `Negative`|The negative side has precedence and the Composite returns `minValue`.|
134
134
135
-
>__Note__: There is no support yet for interpolating between the positive and negative over time.
135
+
> [!NOTE]
136
+
> There is no support yet for interpolating between the positive and negative over time.
136
137
137
138
### 2D vector
138
139
@@ -174,7 +175,8 @@ In addition, you can set the following parameters on a 2D vector Composite:
174
175
|---------|-----------|
175
176
|[`mode`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.html#UnityEngine_InputSystem_Composites_Vector2Composite_mode)|Whether to treat the inputs as digital or as analog controls.<br><br>If this is set to [`Mode.DigitalNormalized`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_DigitalNormalized), inputs are treated as buttons (off if below [`defaultButtonPressPoint`](../api/UnityEngine.InputSystem.InputSettings.html#UnityEngine_InputSystem_InputSettings_defaultButtonPressPoint) and on if equal to or greater). Each input is 0 or 1 depending on whether the button is pressed or not. The vector resulting from the up/down/left/right parts is normalized. The result is a diamond-shaped 2D input range.<br><br>If this is set to [`Mode.Digital`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_Digital), the behavior is essentially the same as [`Mode.DigitalNormalized`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_DigitalNormalized) except that the resulting vector is not normalized.<br><br>Finally, if this is set to [`Mode.Analog`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_Analog), inputs are treated as analog (i.e. full floating-point values) and, other than [`down`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.html#UnityEngine_InputSystem_Composites_Vector2Composite_down) and [`left`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.html#UnityEngine_InputSystem_Composites_Vector2Composite_left) being inverted, values will be passed through as is.<br><br>The default is [`Mode.DigitalNormalized`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html#UnityEngine_InputSystem_Composites_Vector2Composite_Mode_DigitalNormalized).|
176
177
177
-
>__Note__: There is no support yet for interpolating between the up/down/left/right over time.
178
+
> [!NOTE]
179
+
> There is no support yet for interpolating between the up/down/left/right over time.
178
180
179
181
### 3D vector
180
182
@@ -283,7 +285,8 @@ You can define new types of Composites, and register them with the API. Unity tr
283
285
284
286
To define a new type of Composite, create a class based on [`InputBindingComposite<TValue>`](../api/UnityEngine.InputSystem.InputBindingComposite-1.html).
285
287
286
-
> __IMPORTANT__: Composites must be __stateless__. This means that you cannot store local state that changes depending on the input being processed. For __stateful__ processing on Bindings, see [interactions](./Interactions.md#writing-custom-interactions).
288
+
> [!Important]
289
+
> Composites must be __stateless__. This means that you cannot store local state that changes depending on the input being processed. For __stateful__ processing on Bindings, see [interactions](./Interactions.md#writing-custom-interactions).
287
290
288
291
```CSharp
289
292
// Use InputBindingComposite<TValue> as a base class for a composite that returns
@@ -634,17 +637,20 @@ look.ApplyParameterOverride("scaleVector2:x", 0.5f, new InputBinding("<Mouse>/de
ToallowuserstochoosetheirownBindingsinteractively, usethe [`InputActionRebindingExtensions.RebindingOperation`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.RebindingOperation.html) class. Callthe [`PerformInteractiveRebinding()`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.html#UnityEngine_InputSystem_InputActionRebindingExtensions_PerformInteractiveRebinding_UnityEngine_InputSystem_InputAction_System_Int32_) methodonanActiontocreatearebindingoperation. ThisoperationwaitsfortheInputSystemtoregisteranyinputfromanyDevicewhichmatchestheAction's expected Control type, then uses [`InputBinding.overridePath`](../api/UnityEngine.InputSystem.InputBinding.html#UnityEngine_InputSystem_InputBinding_overridePath) to assign the Control path for that Control to the Action'sBindings. IftheuseractuatesmultipleControls, therebindingoperationchoosestheControlwiththehighest [magnitude](Controls.md#control-actuation).
646
651
647
-
>IMPORTANT: Youmustdisposeof [`InputActionRebindingExtensions.RebindingOperation`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.RebindingOperation.html) instancesvia `Dispose()`, sothattheydon't leak memory on the unmanaged memory heap.
652
+
> [!IMPORTANT]
653
+
>Youmustdisposeof [`InputActionRebindingExtensions.RebindingOperation`](../api/UnityEngine.InputSystem.InputActionRebindingExtensions.RebindingOperation.html) instancesvia `Dispose()`, sothattheydon't leak memory on the unmanaged memory heap.
648
654
649
655
```C#
650
656
voidRemapButtonClicked(InputActionactionToRebind)
@@ -803,7 +809,8 @@ Modifying the [binding mask](../api/UnityEngine.InputSystem.InputActionAsset.htm
803
809
804
810
#### Choosing which Devices to use
805
811
806
-
>__Note__: [`InputUser`](UserManagement.md) and [`PlayerInput`](PlayerInput.md) makeuseofthisfacilityautomatically. Theyset [`InputActionMap.devices`](../api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_devices) automaticallybasedontheDevicesthatarepairedtotheuser.
812
+
> [!NOTE]
813
+
> [`InputUser`](UserManagement.md) and [`PlayerInput`](PlayerInput.md) makeuseofthisfacilityautomatically. Theyset [`InputActionMap.devices`](../api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_devices) automaticallybasedontheDevicesthatarepairedtotheuser.
@@ -892,7 +899,8 @@ By using the [Pass-Through](RespondingToActions.md#pass-through) Action type, co
892
899
893
900
#### Multiple input sequences (such as keyboard shortcuts)
894
901
895
-
>__Note__: The mechanism described here only applies to Actions that are part of the same [`InputActionMap`](../api/UnityEngine.InputSystem.InputActionMap.html) or [`InputActionAsset`](../api/UnityEngine.InputSystem.InputActionAsset.html).
902
+
> [!NOTE]
903
+
> The mechanism described here only applies to Actions that are part of the same [`InputActionMap`](../api/UnityEngine.InputSystem.InputActionMap.html) or [`InputActionAsset`](../api/UnityEngine.InputSystem.InputActionAsset.html).
896
904
897
905
Inputs that are used in combinations with other inputs may also lead to ambiguities. If, for example, the `b` key on the Keyboard is bound both on its own as well as in combination with the `shift` key, then if you first press `shift` and then `b`, the latter key press would be a valid input for either of the Actions.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/Actions.md
+2-2Lines changed: 2 additions & 2 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -18,13 +18,13 @@ You can then get a reference to this action in your code, and check its value, o
18
18
19
19
Actions also make it simpler to create a system that lets your players [customize their bindings at runtime](ActionBindings.md#interactive-rebinding), which is a common requirement for games.
20
20
21
-
>**Notes:**
21
+
>[!NOTE]
22
22
> - Actions are a runtime only feature. You can't use them in [Editor window code](https://docs.unity3d.com/ScriptReference/EditorWindow.html).
23
23
>
24
24
> - You can read input without using Actions and Bindings by directly reading specific device controls. This is less flexible, but can be quicker to implement for certain situations. Read more about [directly reading devices from script](Workflow-Direct.md).
25
25
>
26
26
> - Although you can reorder actions in this window, the ordering is for visual convenience only, and does not affect the order in which the actions are triggered in your code. If multiple actions are performed in the same frame, the order in which they are reported by the input system is undefined. To avoid problems, you should not write code that assumes they will be reported in a particular order.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/ActionsEditor.md
+2-1Lines changed: 2 additions & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -115,7 +115,8 @@ To create a Composite Binding, in the Input Action Asset editor window, select t
115
115
116
116
This creates multiple Binding entries for the Action: one for the Composite as a whole, and then, one level below that, one for each Composite part. The Composite itself doesn't have a Binding path property, but its individual parts do, and you can edit these parts like any other Binding. Once you bind all the Composite's parts, the Composite can work together as if you bound a single control to the Action.
117
117
118
-
**Note**: The set of Composites displayed in the menu is depends on the value type of the Action. This means that, for example, if the Action is set to type "Button", then only Composites able to return values of type `float` will be shown.
118
+
> [!NOTE]
119
+
> The set of Composites displayed in the menu is depends on the value type of the Action. This means that, for example, if the Action is set to type "Button", then only Composites able to return values of type `float` will be shown.
119
120
120
121
To change the type of a Composite retroactively, select the Composite, then select the new type from the **Composite Type** drop-down in the **Properties** pane.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/Contributing.md
+2-1Lines changed: 2 additions & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -5,7 +5,8 @@ uid: input-system-contributing
5
5
6
6
The [full source code](https://github.com/Unity-Technologies/InputSystem) for the Input System is available on GitHub. This is also where most of the Input System's development happens.
7
7
8
-
>__Note__: This includes the full source code for the managed/C# part of the system. At this point, the native, platform-specific C++ backends are still closed-source and require a source code license.
8
+
> [!NOTE]
9
+
> This includes the full source code for the managed/C# part of the system. At this point, the native, platform-specific C++ backends are still closed-source and require a source code license.
0 commit comments