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Packages/com.unity.inputsystem/Documentation~/HowToApplyProcessors.md

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@@ -11,11 +11,11 @@ The following are the three different ways of applying Processors to input event
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## Processors on Bindings
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When you create Bindings for your [actions](Actions.md), you can choose to add Processors to the Bindings. These process the values from the controls they bind to, before the system applies them to the Action value. For instance, you might want to invert the `Vector2` values from the controls along the Y axis before passing these values to the Action that drives the input logic for your application. To do this, you can add an [Invert Vector2](ProcessorTypes.md#invert-vector-2) Processor to your Binding.
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When you create Bindings for your [actions](Actions.md), you can choose to add Processors to the Bindings. These process the values from the controls they bind to, before the system applies them to the Action value. For instance, you might want to invert the `Vector2` values from the controls along the Y-axis before passing these values to the Action that drives the input logic for your application. To do this, you can add an [Invert Vector2](ProcessorTypes.md#invert-vector-2) Processor to your Binding.
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If you're using Actions defined in the [Input Actions Editor](ActionsEditor.md), or in an [Action Asset](ActionAssets.md), you can add any Processor to your Bindings in the Input Action editor:
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1. Select the Binding you want to add Processors to so that the right pane of the window displays the properties for that Binding.
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1. Select the Binding you want to add Processors to so that the Binding Properties panel shows up on the right side.
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2. Select the **Add (+)** icon on the __Processors__ foldout to open a list of all available Processors that match your control type.
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3. Choose a Processor type to add a Processor instance of that type. The Processor now appears under the __Processors__ foldout.
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4. (Optional) If the Processor has any parameters, you can edit them in the __Processors__ foldout.

Packages/com.unity.inputsystem/Documentation~/UsingProcessors.md

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The [Clamp Processor](ProcessorTypes.md#clamp) clamps the input value to a specified range. The minimum value of the Processor defines the lowest input value that will be accepted, while the value cannot exceed the given maximum value. In combination with the Scale Processor, it is easy to standardize the input value ranges of different devices and place them within a well-defined value spectrum.
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#### Example: Racing game speend control
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#### Example: Racing game speed control
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In a case where the player is not supposed to fall below a certain base speed, but also cannot exceed a certain maximum speed, the Clamp Processor is the one you may want to use.
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In the following image, you can see how a Clamp Processor can be used to restrict input values within a defined minimum and maximum range.

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