In combination with Tracked Device Position, this allows XR-style UI interactions by pointing at UI selectables in space. Set to PassThrough Action type and Vector3 value type.Īn Action that delivers a Quaternion representing the rotation of one or multiple spatial tracking devices, such as XR hand controllers. In combination with Tracked Device Orientation, this allows XR-style UI interactions by pointing at UI selectables in space. See navigation-type input.Īn Action that delivers a 3D position of one or multiple spatial tracking devices, such as XR hand controllers. See navigation-type input.Īn Action to exit any interaction with the currently selected UI selectable. See navigation-type input.Īn Action to engage with or "click" the currently selected UI selectable. This allows a gamepad or arrow-key style navigation of the UI. See pointer-type input.Īn Action that delivers a 2D vector used to select the currently active UI selectable. See pointer-type input.Īn Action that delivers gesture input to allow scrolling in the UI. See pointer-type input.Īn Action that maps to the secondary cursor button used to interact with UI. Set to PassThrough Action type and Button value type.Īn Action that maps to the middle cursor button used to interact with UI. Set to PassThrough Action type and Vector2 value type.Īn Action that maps to the primary cursor button used to interact with UI. Use as a cursor for pointing at UI elements to implement mouse-style UI interactions. In the Inspector, these appear as foldout lists that contain all the Actions in the Asset: PropertyĪn Action that delivers a 2D screen position. You can use the following properties to map Actions from the chosen Actions Asset to UI input Actions. See pointer-type input.Ĭontrols the origin point of UI raycasts when the cursor is locked. How to deal with multiple pointers feeding input into the UI. To prevent automatic deselection, set this property to false. This, however, can get in the way of keyboard and gamepad navigation which will want to work off the currently selected object. When you assign a new Asset reference to this field in the Inspector, the Editor attempts to automatically map Actions to UI inputs based on common naming conventions.īy default, when the pointer is clicked and does not hit any GameObject, the current selection is cleared. If you want to set up your own Actions, create a custom Input Action Asset and assign it here. You can choose which Actions in the Asset correspond to which UI inputs using the following properties.īy default, this references a built-in Asset named DefaultInputActions, which contains common default Actions for driving UI. Note that this is capped by the frame rate there will not be more than one move repeat event each frame so if the frame rate dips below the repeat rate, the effective repeat rate will be lower than this setting.Īn Input Action Asset containing all the Actions to control the UI. The interval (in seconds) between generating repeat navigation events when the Move Action stays actuated. The initial delay (in seconds) between generating an initial IMoveHandler.OnMove navigation event and generating repeated navigation events when the Move Action stays actuated. You can use the following properties to configure InputSystemUIInputModule: Property The InputSystemUIInputModule is pre-configured to use default Input Actions to drive the UI, but you can override that configuration to suit your needs. If you have a StandaloneInputModule component on a GameObject, and the Input System is installed, Unity shows a button in the Inspector offering to automatically replace it with a InputSystemUIInputModule for you. InputSystemUIInputModule provides the same functionality as StandaloneInputModule, but it uses the Input System instead of the legacy Input Manager to drive UI input. The InputSystemUIInputModule component acts as a drop-in replacement for the StandaloneInputModule component that the Unity UI package. To restore functionality you can change the setting to Both, but this means that Unity processes the input twice. If you have OnGUI methods in your player code (Editor code is unaffected), Unity does not receive any input events in those methods when the Active Input Handling Player Setting is set to Input System Package. The Input System package does not support IMGUI.
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