You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: Packages/com.unity.inputsystem/Documentation~/ActionBindings.md
+5-1Lines changed: 5 additions & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -33,7 +33,7 @@ This problem is solved by "composite bindings", i.e. bindings that are made up o
33
33
34
34
>NOTE: Actions set on bindings that are part of composites are ignored. The composite as a whole can trigger an action. Individual parts of the composite cannot.
35
35
36
-
To see how to create composites in the editor UI, see [here](ActionEditor.md#editing-composite-bindings).
36
+
To see how to create composites in the editor UI, see [here](ActionAssets.md#editing-composite-bindings).
37
37
38
38
In code, composites can be created using the `AddCompositeBinding` syntax.
39
39
@@ -216,6 +216,10 @@ This behavior can be overridden by restricting `InputActionAssets` or individual
216
216
217
217
>NOTE: `InputUser` and `PlayerInput` make use of this facility automatically. I.e. they will set `InputActionMap.devices` automatically based on the devices that are paired to the user/player.
* Entries can also be right-clicked to bring up a context menu and can be dragged around (hold alt to duplicate).
111
111
112
-
Actions and action maps that are embedded in MonoBehaviour components have to be manually [enabled and disabled](#enabling-and-disabling-actions).
112
+
Actions and action maps that are embedded in MonoBehaviour components have to be manually [enabled and disabled](#using-actions).
113
113
114
114
```CSharp
115
115
publicclassMyBehavior : MonoBehaviour
@@ -207,13 +207,13 @@ By itself, an action does not represent an actual response to input. Instead, an
207
207
There are several ways in which this can be done.
208
208
209
209
1. Each action has a [`started`, `performed`, and `cancelled` callback](#started-performed-and-cancelled-callbacks).
210
-
2. Each action map has an [`actionTriggered` callback](#inputactionmap-actiontriggered-callback).
211
-
3. There is a global [`InputSystem.onActionChange` callback](#inputsystem-onactionchange-callback).
210
+
2. Each action map has an [`actionTriggered` callback](#inputactionmapactiontriggered-callback).
211
+
3. There is a global [`InputSystem.onActionChange` callback](#inputsystemonactionchange-callback).
212
212
4.[`InputActionTrace`](#inputactiontrace) can record changes happening on actions.
213
213
214
214
>NOTE: A polling API for actions is on the TODO list.
215
215
216
-
There are also higher-level, more streamlined ways of picking up input from actions. One is to use [`PlayerInput`](Components.md#notification-behaviors) and another one is to [generate script code](ActionEditor.md#generating-script-code) that wraps around the input actions.
216
+
There are also higher-level, more streamlined ways of picking up input from actions. One is to use [`PlayerInput`](Components.md#notification-behaviors) and another one is to [generate script code](ActionAssets.md#auto-generating-script-code-for-actions) that wraps around the input actions.
217
217
218
218
#### `started`, `performed`, and `cancelled` Callbacks
219
219
@@ -241,7 +241,7 @@ The `Started`, `Performed`, and `Cancelled` phases each have a callback associat
241
241
242
242
Each callback receives an `InputAction.CallbackContext` structure holding context information that can be used to query the current state of the action and to read out values from controls that triggered the action (`InputAction.CallbackContext.ReadValue`). Note that the contents of the structure are __only valid for the duration of the callback__. In particular, it is not safe to store the received context and later access its properties from outside the callback.
243
243
244
-
When an how the callbacks are triggered depends on the [interactions](Interactions.md) present on the respective bindings. If no interactions are applied to them, the [default interaction](Interactions.md#default-interactions) applies.
244
+
When an how the callbacks are triggered depends on the [interactions](Interactions.md) present on the respective bindings. If no interactions are applied to them, the [default interaction](Interactions.md#default-interaction) applies.
245
245
246
246
#### `InputActionMap.actionTriggered` Callback
247
247
@@ -343,7 +343,7 @@ Once recorded, a trace can be safely read from multiple threads as long as it is
343
343
344
344
By default, actions will trigger only in response to input events. This means that, for example, an action bound to the left stick of a gamepad will only trigger when the left stick is actually moved. This behavior can be undesirable when an input is meant to register for as long as a control is actuated -- regardless of whether it changes value in a particular frame or not.
345
345
346
-
This is what "continuous" mode is for. It can be enabled in the UI by selecting the action in the [action editor](ActionEditor.md) and ticking the "Continuous" checkbox.
346
+
This is what "continuous" mode is for. It can be enabled in the UI by selecting the action in the [action editor](ActionAssets.md) and ticking the "Continuous" checkbox.
0 commit comments