Actions topic
Typed actions, action sets, and the context stack that decides which sets are live.
Classes
- ActionSet Actions
- A named group of actions and their default bindings, pushed onto a player's context stack as a unit (gameplay, vehicle, pause menu).
- AxisAction Actions
-
A scalar. Read with
PlayerInput.axis. - ButtonAction Actions
-
A pressed state with edges and counters. Read with
PlayerInput.button. - ContextEntry Actions
- One live action set on a ContextStack.
- ContextStack Actions
- The action sets live for one player, ordered by priority and then by push order, most recent on top.
- DefaultActions Actions
-
Ready-made action sets matching the bundled controllers, so a game works
before anyone opens a rebinding screen. Each action has
keyboard(ormouse) andgamepadslots. - DeltaAction Actions
-
An unbounded 2D displacement accumulated over each read window, +Y up.
Read with
PlayerInput.delta. - DerivedButtonAction Actions
-
A button action derived from another button action's timing rather than
bound to controls. Listed in
ActionSet.derived. - HoldAction Actions
- Pressed once source has been held for duration seconds.
- InputAction Actions
- A named thing a game responds to (move, jump, look), independent of the controls that produce it.
- MultiTapAction Actions
- Fires when source is pressed count times, each within window seconds of the previous press.
- TapAction Actions
- Fires (a press and release in the same instant) when source is released within maxDuration seconds of being pressed.
- VectorAction Actions
-
A 2D direction with magnitude up to 1, +Y forward or up. Read with
PlayerInput.vector.
Enums
- AxisRange Actions
- The range an AxisAction reports.