Allows querying of player button presses and other inputs.
| 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. |