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/// Screen-space position of the mouse in pixels. May be updated independently from delta depending on the platform. At high framerates, certain frames might not receive any new position data. If a delta is needed that correlates with position, compute it based on the last reported position.
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/// Screen-space position of the mouse in pixels.
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/// </summary>
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/// <value>Position of mouse on screen.</value>
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/// <remarks>
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/// On Windows, delta originates from RAWINPUT API.
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/// Note: This value might not update every frame, particularly if your project is running at a high frame rates. This value might also update at a different time than the <see cref="Pointer.delta"/>. If you need a delta value that correlates with position, you should compute it based on the previous position value.
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/// </remarks>
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/// <seealso cref="Pointer.position"/>
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[InputControl(usage="Point",dontReset=true)]// Mouse should stay put when we reset devices.
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[FieldOffset(0)]
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publicVector2position;
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/// <summary>
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/// Screen-space motion delta of the mouse in pixels. May be updated independently from position depending on the platform. At high framerates, certain frames might not receive any new delta data. If a delta is needed that correlates with position, compute it based on the last reported position.
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/// Screen-space motion delta of the mouse in pixels.
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/// </summary>
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/// <value>Mouse movement.</value>
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/// <remarks>
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/// On Windows, delta originates from RAWINPUT API.
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/// Note: This value might not update every frame, particularly if your project is running at a high frame rates. This value might also update at a different time than the <see cref="Pointer.position"/>. If you need a delta value that correlates with position, you should compute it based on the previous position value.
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