Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Input.GetAxis

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method GetAxis(axisName: string): float;
public static float GetAxis(string axisName);

Description

Returns the value of the virtual axis identified by axisName.

The value will be in the range -1...1 for keyboard and joystick input. If the axis is setup to be delta mouse movement, the mouse delta is multiplied by the axis sensitivity and the range is not -1...1.

This is frame-rate independent; you do not need to be concerned about varying frame-rates when using this value.

To set up your input or view the options for axisName, go to Edit > Project Settings > Input. This brings up the Input Manager. Expand Axis to see the list of your current inputs. You can use one of these as the axisName. To rename the input or change the positive button etc., expand one of the options, and change the name in the Name field or Positive Button field. Also, change the Type to Joystick Axis. To add a new input, add 1 to the number in the Size field.

// A very simplistic car driving on the x-z plane.

var speed : float = 10.0; var rotationSpeed : float = 100.0;

function Update () { // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 var translation : float = Input.GetAxis ("Vertical") * speed; var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;

// Make it move 10 meters per second instead of 10 meters per frame... translation *= Time.deltaTime; rotation *= Time.deltaTime;

// Move translation along the object's z-axis transform.Translate (0, 0, translation); // Rotate around our y-axis transform.Rotate (0, rotation, 0); }
using UnityEngine;
using System.Collections;

// A very simplistic car driving on the x-z plane.

public class ExampleClass : MonoBehaviour { public float speed = 10.0f; public float rotationSpeed = 100.0f;

void Update() { // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 float translation = Input.GetAxis("Vertical") * speed; float rotation = Input.GetAxis("Horizontal") * rotationSpeed;

// Make it move 10 meters per second instead of 10 meters per frame... translation *= Time.deltaTime; rotation *= Time.deltaTime;

// Move translation along the object's z-axis transform.Translate(0, 0, translation);

// Rotate around our y-axis transform.Rotate(0, rotation, 0); } }
// Performs a mouse look.

var horizontalSpeed : float = 2.0; var verticalSpeed : float = 2.0; function Update () { // Get the mouse delta. This is not in the range -1...1 var h : float = horizontalSpeed * Input.GetAxis ("Mouse X"); var v : float = verticalSpeed * Input.GetAxis ("Mouse Y"); transform.Rotate (v, h, 0); }
using UnityEngine;
using System.Collections;

// Performs a mouse look.

public class ExampleClass : MonoBehaviour { float horizontalSpeed = 2.0f; float verticalSpeed = 2.0f;

void Update() { // Get the mouse delta. This is not in the range -1...1 float h = horizontalSpeed * Input.GetAxis("Mouse X"); float v = verticalSpeed * Input.GetAxis("Mouse Y");

transform.Rotate(v, h, 0); } }

Note: The Horizontal and Vertical ranges change from 0 to +1 or -1 with increase/decrease in 0.05f steps. GetAxisRaw has changes from 0 to 1 or -1 immediately, so with no steps.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答