Summary

Allows querying of player button presses and other inputs.

Static Properties

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.

Static Methods

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.
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