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 (or mouse) and gamepad slots.
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.