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reworked alt text for images
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Packages/com.unity.inputsystem/Documentation~/UsingProcessors.md

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@@ -42,13 +42,13 @@ The [Invert Processor](ProcessorTypes.md#invert) inverts input values of any typ
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To use an axis control to mimic a ship's rudder, inverting the input produces the desired effect. Pulling left steers the ship right, and vice versa.
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![image alt text](./Images/Processors-Ship-Neutral.png)
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![image alt text](./Images/Processors-Ship-Left.png)
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![image alt text](./Images/Processors-Ship-Right.png)
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![This picture shows a ship in a neutral position](./Images/Processors-Ship-Neutral.png)
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![This picture shows a ship rotated to the left while the On-Screen control stick was moved to the right](./Images/Processors-Ship-Left.png)
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![This picture shows a ship rotated to the right while the On-Screen control stick was moved to the left](./Images/Processors-Ship-Right.png)
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This can be achieved by using an Invert Processor on the Action or the Binding. In this scenario, the Processor is applied to the Binding. Note that inversion is enabled for the X axis but not for the Y axis. Inverting the Y axis would cause the ship to move backward when the joystick is pulled upward. The following image shows the setup in the Action Asset Editor.
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![image alt text](./Images/Processors-Invert-Editor.png)
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![This picture shows the setup of a Invert Vector 2 Processor in the Input Action Asset Editor](./Images/Processors-Invert-Editor.png)
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Finally, attach the following script to a GameObject with a PlayerInput component that references the corresponding Action Asset:
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To ensure the player always moves at a constant speed where the input simply triggers the action and controls the direction, the Normalize Processor is a suitable choice. This is achieved by retrieving the input vector while ignoring its magnitude and focusing solely on its direction.
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![image alt text](./Images/Processors-Normalize-Slow.png)
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![image alt text](./Images/Processors-Normalize-Fast.png)
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![This picture shows a player moving forward while the On-Screen control stick was moved up slightly](./Images/Processors-Normalize-Slow.png)
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![This picture shows a player moving forward while the On-Screen control stick was moved all the way up](./Images/Processors-Normalize-Fast.png)
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In the images shown above, the player moves forward at a constant speed, regardless of how far the joystick is pushed upward.
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To make the look-around movement smoother and improve ease of use, it may be helpful to reduce the vertical rotation and scale the input values for horizontal rotation. For in-game landscapes that are primarily horizontally aligned, this is a useful feature to prevent the camera from rotating vertically too quickly or in unintended ways.
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To apply this effect to all bindings, the Processor is applied to the Action itself (Look in this scenario). The following image shows the setup using the Starter Assets example:
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![Here should be a picture of the Input Action Editor](./Images/Processors-Scale-Look.png)
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![This picture shows the setup of a Scale Vector 2 Processor in the Input Action Asset Editor](./Images/Processors-Scale-Look.png)
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There are two Bindings attached to the Action. The input value ranges of the two bindings are very different. To mitigate this difference, it helps to use a Scale Processor on each of the Bindings. See how the Scale Processor normalizes the input data values for a joystick and a pointer (e.g., a mouse) in the images below.
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![Here should be a picture of the Input Action Editor](./Images/Processors-Scale-Look-Pointer.png)
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![Here should be a picture of the Input Action Editor](./Images/Processors-Scale-Look-Stick.png)
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![This picture shows the setup of a Scale Vector 2 Processor in the Input Action Asset Editor](./Images/Processors-Scale-Look-Pointer.png)
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![This picture shows the setup of a Scale Vector 2 Processor in the Input Action Asset Editor](./Images/Processors-Scale-Look-Stick.png)
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Note: This scenario uses the [Starter Assets](https://assetstore.unity.com/packages/essentials/starter-assets-thirdperson-updates-in-new-charactercontroller-pa-196526?srsltid=AfmBOoqLWdW2pU5Wt2reGYdWVodc1e0ko3cBKtfMQuPSgVqmL7yVA3dB), and the included PlayerScript is utilized to rotate the camera.
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The Deadzone Processor can be used to improve accessibility for physically challenging input gestures, such as very small movements on an input device. This can be made configurable through a game menu, for example. To filter out input events from tiny movements on a joystick (e.g., for trembling hands), here’s how the right stick binding of a gamepad can be modified to ignore input events for small input values:
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![Here should be a picture of the Input Action Editor](./Images/Processors-Deadzone-Editor.png)
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![This picture shows the setup of a Stick Deadzone Processor in the Input Action Asset Editor](./Images/Processors-Deadzone-Editor.png)
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The default minimum value is overridden to allow a higher threshold for minimum input values. For the maximum value, the default is used to standardize the values across all gamepads (since not all gamepads may ever send the maximum value).
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