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fork existing docs to make room for two new sections for tracked input devices
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Packages/com.unity.inputsystem/Documentation~/TableOfContents.md

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* [Player Input Component](PlayerInput.md)
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* [Player Input Manager Component](PlayerInputManager.md)
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* [Input settings](Settings.md)
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* [Tracked Input Devices](TrackedInputDevices.md)
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* [Advanced Topics]()
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* [Events](Events.md)
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* [Layouts](Layouts.md)
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---
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uid: input-system-tracked-input-devices
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---
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# The Player Input Manager component
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>NOTE: The Input System package comes with a sample called `Simple Multiplayer` which you can install from the package manager UI in the Unity editor. The sample demonstrates how to use [`PlayerInputManager`](../api/UnityEngine.InputSystem.PlayerInputManager.html) to set up a simple local multiplayer scenario.
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The [`Player Input`](PlayerInput.md) system facilitates setting up local multiplayer games, where multiple players share a single screen and multiple controllers. You can set this up using the [`PlayerInputManager`](../api/UnityEngine.InputSystem.PlayerInputManager.html) component, which automatically manages the creation and lifetime of `PlayerInput` instances as players join and leave the game.
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![PlayerInputManager](Images/PlayerInputManager.png)
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|Property|Description|
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|--------|-----------|
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|[`Notification Behavior`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_notificationBehavior)|How the [`PlayerInputManager`](../api/UnityEngine.InputSystem.PlayerInput.html) component notifies game code about changes to the connected players. [This works the same way as for the `PlayerInput` component](PlayerInput.md#notification-behaviors).|
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|[`Join Behavior`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_joinBehavior)|Determines the mechanism by which players can join when joining is enabled. See documentation on [join behaviors](#join-behaviors).|
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|[`Player Prefab`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_playerPrefab)|A prefab that represents a player in the game. The [`PlayerInputManager`](../api/UnityEngine.InputSystem.PlayerInputManager.html) component creates an instance of this prefab whenever a new player joins. This prefab must have one [`PlayerInput`](PlayerInput.md) component in its hierarchy.|
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|[`Joining Enabled By Default`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_joiningEnabled)|While this is enabled, new players can join via the mechanism determined by [`Join Behavior`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_joinBehavior).|
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|[`Limit Number of Players`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_maxPlayerCount)|Enable this if you want to limit the number of players who can join the game.|
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|[`Max Player Count`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_maxPlayerCount)(Only shown when `Limit number of Players` is enabled.)|The maximum number of players allowed to join the game.|
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|[`Enable Split-Screen`](../api/UnityEngine.InputSystem.PlayerInputManager.html#UnityEngine_InputSystem_PlayerInputManager_splitScreen)|If enabled, each player is automatically assigned a portion of the available screen area. See documentation on [split-screen](#split-screen) multiplayer.|
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### Join behaviors
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Test

Packages/com.unity.inputsystem/InputSystem/Plugins/UI/TrackedDeviceRaycaster.cs

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/// </remarks>
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[AddComponentMenu("Event/Tracked Device Raycaster")]
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[RequireComponent(typeof(Canvas))]
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[HelpURL(InputSystem.kDocUrl + "/manual/TrackedInputDevices.html#tracked-device-raycaster")]
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public class TrackedDeviceRaycaster : BaseRaycaster
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{
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private struct RaycastHitData

Packages/com.unity.inputsystem/InputSystem/Plugins/XR/TrackedPoseDriver.cs

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/// </remarks>
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[Serializable]
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[AddComponentMenu("XR/Tracked Pose Driver (Input System)")]
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[HelpURL(InputSystem.kDocUrl + "/manual/TrackedInputDevices.html#tracked-pose-driver")]
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public class TrackedPoseDriver : MonoBehaviour, ISerializationCallbackReceiver
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{
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/// <summary>

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