| ActionNames | Names of all actions from the current game's input settings. |
| AnalogLook | Analog look value from the default input device. This is scaled by Preferences.Sensitivity - so you don't need to scale it afterwards. |
| AnalogMove | Analog move value from the default input device. |
| ControllerCount | How many controllers are active right now? |
| EnableVirtualCursor | Whether or not the Virtual Cursor should show when using a controller. Disable this to control the cursor manually. |
| EscapePressed | True if escape was pressed |
| MotionData | Current state of the current input device's motion sensor(s) if supported. This is only supported on: Dualshock 4+, Switch Controllers, Steam Controller, Steam Deck. |
| MouseCursorVisible | True if the mouse cursor is visible (using UI etc) |
| MouseDelta | Movement delta from the mouse. |
| MouseWheel | The state of the mouse wheel. |
| Suppressed | If the input is suppressed then everything will act like there is no input |
| UsingController | Was the last button pressed a game controller button? |
| VR | Virtual Reality specific input data. |
| Clear | Remove this action, so it's no longer being pressed. |
| ClearActions | Clears the current input actions, so that none of them are active. |
| Down | Action is currently pressed down |
| GetActions | Copies all input actions to be used publicly |
| GetAnalog | An analog input, when fetched, is between -1 and 1 (0 being default) |
| GetButtonOrigin | Returns the name of a key bound to this InputAction <example>For example: <code>Input.GetButtonOrigin( "Undo" )</code> could return <c>SPACE</c> if using keyboard or <c>A Button</c> when using a controller. </example> |
| GetGlyph | Get a glyph texture from the controller bound to the action. If no binding is found will return an 'UNBOUND' glyph. |
| GetGroupName | Finds the Sandbox.InputAction.GroupName of the given action. |
| PlayerScope | Push a specific player scope to be active |
| Pressed | Action wasn't pressed but now it is |
| ReleaseAction | Releases the action, and it won't be active again until it's pressed again. |
| ReleaseActions | Clears the current input actions, so that none of them are active. Unlike ClearActions this will unpress the buttons, so they won't be active again until they're pressed again. |
| Released | Action was pressed but now it isn't |
| SetAction | |
| StopAllHaptics | Stop all vibration events on the current controller. |
| TriggerHaptics | Trigger a haptic event on supported controllers including Xbox trigger impulse rumble. |