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- Applied consistent sizing for most component windows
- Updated the alt text to comply with accessibility standards (not an exhaustive search; just the ones I happened to find)
- Removed some images that were redundant or purely screen shots describing the UI elements that appear in the Editor (future-proofing)
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/ActionBindings.md
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@@ -35,8 +35,6 @@ You can add multiple bindings to an action, which is generally useful for suppor
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You can also bind multiple controls from the same device to an action. For example, both the left and right trigger of a gamepad could be mapped to the same action, so that pulling either trigger has the same result in your game.
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_The default "Move" action in the Actions Editor window, displaying the multiple bindings associated with it._
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Each Binding has the following properties:
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A Composite made of two buttons: one that pulls a 1D axis in its negative direction, and another that pulls it in its positive direction. Implemented in the [`AxisComposite`](../api/UnityEngine.InputSystem.Composites.AxisComposite.html) class. The result is a `float`.
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A Composite that represents a 4-way button setup like the D-pad on gamepads. Each button represents a cardinal direction. Implemented in the [`Vector2Composite`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.html) class. The result is a `Vector2`.
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### 3D vector
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A Composite that represents a 6-way button where two combinations each control one axis of a 3D vector. Implemented in the [`Vector3Composite`](../api/UnityEngine.InputSystem.Composites.Vector3Composite.html) class. The result is a `Vector3`.
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### One Modifier
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A Composite that requires the user to hold down a "modifier" button in addition to another control from which the actual value of the Binding is determined. This can be used, for example, for Bindings such as "SHIFT+1". Implemented in the [`OneModifierComposite`](../api/UnityEngine.InputSystem.Composites.OneModifierComposite.html) class. The buttons can be on any Device, and can be toggle buttons or full-range buttons such as gamepad triggers.
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### Two Modifiers
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A Composite that requires the user to hold down two "modifier" buttons in addition to another control from which the actual value of the Binding is determined. This can be used, for example, for Bindings such as "SHIFT+CTRL+1". Implemented in the [`TwoModifiersComposite`](../api/UnityEngine.InputSystem.Composites.TwoModifiersComposite.html) class. The buttons can be on any Device, and can be toggle buttons or full-range buttons such as gamepad triggers.
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However, you can manually enable initial state checks on these types of Actions using the checkbox in the editor:
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Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/Actions.md
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To use actions in your code, you must use the [Input Actions editor](ActionsEditor.md) to establish the mapping between the Action and one or more device controls. For example in this screenshot, the "Move" action is displayed, showing its bindings the left gamepad stick, and the keyboard's arrow keys.
*The Actions panel of the Input Actions Editor in Project Settings*
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You can then get a reference to this action in your code, and check its value, or attach a callback method to be notified when it is performed. See the [Actions Workflow page](Workflow-Actions.md) for a simple example script demonstrating this.
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It is also displayed in the Project Settings window under **Edit** > **Project Settings** > **Input System Package** if you have an Action Asset assigned as project-wide.
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*The Input Actions editor, displaying the default actions*
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*The Input Actions editor, displaying the three panels and the default actions*
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### The Actions Editor panels
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You can add multiple bindings to an action, which is generally useful for supporting multiple types of input device. For example, in the default set of actions, the "Move" action has a binding to the left gamepad stick and the WSAD keys, which means input through any of these bindings will perform the action.
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_The default "Move" action in the Actions Editor window, displaying the multiple bindings associated with it._
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_The default Move action in the Actions Editor window, displaying the multiple bindings associated with it._
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If you select a Binding, you can edit its properties in the right-hand pane of the window:
![The Binding Properties panel displays the Path value as Left Stick [Gamepad].](Images/BindingProperties.png)
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#### Picking Controls
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The most important property of any Binding is the [control path](Controls.md#control-paths) it's bound to. To edit it, open the __Path__drop-down list. This displays a Control picker window.
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The most important property of any Binding is the [control path](Controls.md#control-paths) it's bound to. To edit it, open the __Path__dropdown menu. This displays a Control picker window.
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In the Control picker window, you can explore a tree of Input Devices and Controls that the Input System recognizes, and bind to these Controls. Unity filters this list by the Action's [`Control Type`](../api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_expectedControlType) property. For example, if the Control type is `Vector2`, you can only select a Control that generates two-dimensional values, like a stick.
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Composite Bindings are Bindings consisting of multiple parts, which form a Control together. For instance, a [2D Vector Composite](ActionBindings.md#2d-vector) uses four buttons (left, right, up, down) to simulate a 2D stick input. See the [Composite Bindings](ActionBindings.md#composite-bindings) documentation to learn more.
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To create a Composite Binding, in the Input Action Asset editor window, select the Add (+) icon on the Action you want to add it to, and select the Composite Binding type from the popup menu.
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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.
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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.
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To change the part of the Composite to which a particular Binding is assigned, use the **Composite Part** drop-down in the Binding's properties.
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You can assign multiple Bindings to the same part. You can also duplicate individual part Bindings: right-click the Binding, then select **Duplicate** to create new part Bindings for the Composite. This can be used, for example, to create a single Composite for both "WASD" style controls and arrow keys.
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### Editing Control Schemes
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Input Action Assets can have multiple [Control Schemes](ActionBindings.md#control-schemes), which let you enable or disable different sets of Bindings for your Actions for different types of Devices.

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To see the Control Schemes in the Input Action Asset editor window, open the Control Scheme drop-down list in the top left of the window. This menu lets you add or remove Control Schemes to your Actions Asset. If the Actions Asset contains any Control Schemes, you can select a Control Scheme, and then the window only shows bindings that are associated with that Scheme. If you select a binding, you can now pick the Control Schemes for which this binding should be active in the __Properties__ view to the left of the window.
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/Debugging.md
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In the Input Debugger window, navigate to the __Devices__ list and double-click any [Input Device](Devices.md). This opens a window that displays information about the Device, including real-time state information for its Controls.
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The top of the Device window displays general information about the specific Device, such as name, manufacturer, associated layout, device flags, device ID and serial number. In addition, this section also display the current __sample frequency__ and __processing delay__ of the deivce.
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When there are [`InputUser`](UserManagement.md) instances (if you use `PlayerInput`, each `PlayerInput` instance implicitly creates one), the Input Debugger's __Users__ list displays each instance along with its paired Devices and active Actions. The listed Devices and Actions work the same way as those displayed in the [__Devices__](#debugging-devices) and [__Actions__](#debugging-actions) lists in the debugging window.
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### Debugging layouts
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The [__Layouts__](Layouts.md) list in the Input Debugger window displays a breakdown of all registered [Control and Device layouts](Layouts.md). This is the database of supported hardware and the knowledge of how to represent a given piece of input hardware. It's useful when you want to [create a new Device mapping](HID.md#creating-a-custom-device-layout) and see how the Input System represents it.
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### Debugging remotely
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You can connect the Input Debugger to a Player that runs on a remote computer or device. This makes it possible to observe input activity from the Player in the Editor. This connection uses the `PlayerConnection` mechanism, which is the same one the Unity profiler uses to connect to a Player.
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Visualizes the current state of a single Control in real time. You can have multiple Control visualizers to visualize the state of multiple Controls. Check the `GamepadVisualizer`, `MouseVisualizer`, or `PenVisualizer` Scenes in the sample for examples.

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### `InputActionVisualizer`
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Visualizes the current state of a single Action in real time. You can have multiple Action visualizers to visualize the state of multiple Actions. This can also display the current value of the Action and the Control currently driving the Action, and track the state of [Interactions](Interactions.md) over time. Check the `SimpleControlsVisualizer` Scene in the sample for examples.
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Interactions drive responses on Actions. You can place them on individual Bindings or an Action as a whole, in which case they apply to every Binding on the Action. At runtime, when a particular interaction completes, this triggers the Action.
![The Binding Path displays the buttonSouth [Gamepad] value set on the Interaction Properties window.](Images/InteractionProperties.png){width="486" height="585"}
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