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Input Manager

The Input ManagerA Unity window where you can define all the different input axes, buttons and controls for your Project. More info
See in Glossary
is where you define all the different input axes and game actions for your project.

The Input Manager
The Input Manager

To see the Input Manager choose: Edit > Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your Project behave. More info
See in Glossary
> Input. Note that the Input clsss provides more details.

Properties

Property: Function:
Axes Contains all the defined input axes for the current project: Size is the number of different input axes in this project, Element 0, 1, … are the particular axes to modify.
Name The string that refers to the axis in the game launcher and through scripting.
Descriptive Name A detailed definition of the Positive Button function that is displayed in the game launcher.
Descriptive Negative Name A detailed definition of the Negative Button function that is displayed in the game launcher.
Negative Button The button that will send a negative value to the axis.
Positive Button The button that will send a positive value to the axis.
Alt Negative Button The secondary button that will send a negative value to the axis.
Alt Positive Button The secondary button that will send a positive value to the axis.
Gravity How fast will the input recenter. Only used when the Type is key / mouse button.
Dead Any positive or negative values that are less than this number will register as zero. Useful for joysticks.
Sensitivity For keyboard input, a larger value will result in faster response time. A lower value will be more smooth. For Mouse delta the value will scale the actual mouse delta.
Snap If enabled, the axis value will be immediately reset to zero after it receives opposite inputs. Only used when the Type is key / mouse button.
Invert If enabled, the positive buttons will send negative values to the axis, and vice versa.
Type Use Key / Mouse Button for any kind of buttons, Mouse Movement for mouse delta and scrollwheels, Joystick Axis for analog joystick axes and Window Movement for when the user shakes the window.
Axis Axis of input from the device (joystick, mouse, gamepad, etc.)
Joy NumAn Input Manager property that defines which joystick will be used. More info
See in Glossary
Which joystick should be used. By default this is set to retrieve the input from all joysticks. This is only used for input axes and not buttons.

Details

All the axes that you set up in the Input Manager serve two purposes:

  • They allow you to reference your inputs by axis name in scripting
  • They allow the players of your game to customize the controls to their liking

All defined axes will be presented to the player in the game launcher, where they will see its name, detailed description, and default buttons. From here, they will have the option to change any of the buttons defined in the axes. Therefore, it is best to write your scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary
making use of axes instead of individual buttons, as the player may want to customize the buttons for your game.

The game launchers Input window is displayed when your game is run
The game launcher’s Input window is displayed when your game is run

See also: .

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