InputState
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Defined in: input/input.ts:81
This frame’s raw input — the layer under defineInputMap’s named actions.
@beta: per-frame touch state is reachable only as the raw touches /
touchesStarted / touchesEnded maps, so freezing it freezes two gaps in that
representation — no accessor for started/ended, and no write door at all.
Constructors
Section titled “Constructors”Constructor
Section titled “Constructor”new InputState():
InputState
Returns
Section titled “Returns”InputState
Properties
Section titled “Properties”gamepadButtonThreshold
Section titled “gamepadButtonThreshold”gamepadButtonThreshold:
number=0.5
Defined in: input/input.ts:270
Analog buttons (e.g. triggers) count as “down” at/above this value.
gamepadDeadzone
Section titled “gamepadDeadzone”gamepadDeadzone:
number=0.15
Defined in: input/input.ts:272
Axis magnitudes below this read as 0 (rest-position stick jitter).
gamepads
Section titled “gamepads”gamepads:
Map<number,PadState>
Defined in: input/input.ts:268
Per-index pad state; an index persists across disconnect so a reconnect resumes.
keysDown
Section titled “keysDown”keysDown:
Set<string>
Defined in: input/input.ts:82
keysPressed
Section titled “keysPressed”keysPressed:
Set<string>
Defined in: input/input.ts:83
keysPressedFixed
Section titled “keysPressedFixed”keysPressedFixed:
Set<string>
Defined in: input/input.ts:112
keysReleased
Section titled “keysReleased”keysReleased:
Set<string>
Defined in: input/input.ts:84
keysReleasedFixed
Section titled “keysReleasedFixed”keysReleasedFixed:
Set<string>
Defined in: input/input.ts:113
mouseButtons
Section titled “mouseButtons”mouseButtons:
Set<number>
Defined in: input/input.ts:87
mouseButtonsPressed
Section titled “mouseButtonsPressed”mouseButtonsPressed:
Set<number>
Defined in: input/input.ts:88
mouseButtonsPressedFixed
Section titled “mouseButtonsPressedFixed”mouseButtonsPressedFixed:
Set<number>
Defined in: input/input.ts:114
mouseButtonsReleased
Section titled “mouseButtonsReleased”mouseButtonsReleased:
Set<number>
Defined in: input/input.ts:89
mouseButtonsReleasedFixed
Section titled “mouseButtonsReleasedFixed”mouseButtonsReleasedFixed:
Set<number>
Defined in: input/input.ts:115
mouseX
Section titled “mouseX”mouseX:
number=0
Defined in: input/input.ts:85
mouseY
Section titled “mouseY”mouseY:
number=0
Defined in: input/input.ts:86
pointerOverUI
Section titled “pointerOverUI”pointerOverUI:
boolean=false
Defined in: input/input.ts:326
True when the pointer is over an interactive UI element this frame (set each
frame by the UI interaction system). Gameplay checks this to ignore input
the UI handled — e.g. don’t fire a weapon when clicking a HUD button.
Unity’s EventSystem.IsPointerOverGameObject() analog.
scrollDeltaX
Section titled “scrollDeltaX”scrollDeltaX:
number=0
Defined in: input/input.ts:90
scrollDeltaY
Section titled “scrollDeltaY”scrollDeltaY:
number=0
Defined in: input/input.ts:91
touchAvailable
Section titled “touchAvailable”touchAvailable:
boolean=false
Defined in: input/input.ts:94
Whether the device can be touched — asked of the platform, not of history.
touches
Section titled “touches”touches:
Map<number,TouchPoint>
Defined in: input/input.ts:96
touchesEnded
Section titled “touchesEnded”touchesEnded:
Map<number,TouchPoint>
Defined in: input/input.ts:100
Fingers lifted this frame, at the position they lifted AT — a release is
hit-tested where it happened, and the live touches no longer hold it.
touchesStarted
Section titled “touchesStarted”touchesStarted:
Map<number,TouchPoint>
Defined in: input/input.ts:97
Methods
Section titled “Methods”beginFixedStep()
Section titled “beginFixedStep()”beginFixedStep():
void
Defined in: input/input.ts:391
Enter a fixed-timestep step: keyboard/mouse edge queries now read the fixed mirrors. Called by App before each FixedUpdate step.
Returns
Section titled “Returns”void
clearFrameState()
Section titled “clearFrameState()”clearFrameState():
void
Defined in: input/input.ts:376
Returns
Section titled “Returns”void
clearVirtual()
Section titled “clearVirtual()”clearVirtual():
void
Defined in: input/input.ts:261
Drop every virtual input — used when a control layer is torn down.
Returns
Section titled “Returns”void
endFixedStep()
Section titled “endFixedStep()”endFixedStep():
void
Defined in: input/input.ts:400
Leave a fixed step: drop the consumed edges (so a later step this frame doesn’t see them again) and restore the render context. Edges that arrived on a frame with no fixed step are never cleared here, so they survive to the next frame’s first step instead of being lost.
Returns
Section titled “Returns”void
endTouch()
Section titled “endTouch()”endTouch(
id):void
Defined in: input/input.ts:214
Retire a touch after a normal release, retaining its position and press edge.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
getGamepadAxis()
Section titled “getGamepadAxis()”getGamepadAxis(
axis,pad?):number
Defined in: input/input.ts:310
Signed axis value in [-1,1], with the deadzone applied.
Parameters
Section titled “Parameters”number
number = 0
Returns
Section titled “Returns”number
getGamepadButtonValue()
Section titled “getGamepadButtonValue()”getGamepadButtonValue(
button,pad?):number
Defined in: input/input.ts:305
Raw analog value of a button in [0,1] (triggers; 0/1 for digital buttons).
Parameters
Section titled “Parameters”button
Section titled “button”number
number = 0
Returns
Section titled “Returns”number
getGamepads()
Section titled “getGamepads()”getGamepads():
number[]
Defined in: input/input.ts:275
Indices of currently-connected gamepads.
Returns
Section titled “Returns”number[]
getMousePosition()
Section titled “getMousePosition()”getMousePosition():
object
Defined in: input/input.ts:130
Returns
Section titled “Returns”object
x:
number
y:
number
getScrollDelta()
Section titled “getScrollDelta()”getScrollDelta():
object
Defined in: input/input.ts:183
Returns
Section titled “Returns”object
x:
number
y:
number
getTouch()
Section titled “getTouch()”getTouch(
id):TouchPoint|null
Defined in: input/input.ts:195
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”TouchPoint | null
getTouchCount()
Section titled “getTouchCount()”getTouchCount():
number
Defined in: input/input.ts:191
Returns
Section titled “Returns”number
getTouches()
Section titled “getTouches()”getTouches():
TouchPoint[]
Defined in: input/input.ts:187
Returns
Section titled “Returns”getTouchesEnded()
Section titled “getTouchesEnded()”getTouchesEnded():
TouchPoint[]
Defined in: input/input.ts:209
Fingers that came up this frame, at the position they came up at.
Returns
Section titled “Returns”getTouchesStarted()
Section titled “getTouchesStarted()”getTouchesStarted():
TouchPoint[]
Defined in: input/input.ts:204
Fingers that went down this frame.
Returns
Section titled “Returns”getVirtual()
Section titled “getVirtual()”getVirtual(
id):Vec2
Defined in: input/input.ts:237
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”injectGamepad()
Section titled “injectGamepad()”injectGamepad(
snapshot):void
Defined in: input/input.ts:342
Pads supplied by the HOST rather than by the hardware — a test harness, a driver, the editor’s agent. They outrank the poll at the same index: the poll runs every frame, so anything merely written into gamepads is gone before a system reads it.
Parameters
Section titled “Parameters”snapshot
Section titled “snapshot”Returns
Section titled “Returns”void
isGamepadButtonDown()
Section titled “isGamepadButtonDown()”isGamepadButtonDown(
button,pad?):boolean
Defined in: input/input.ts:285
Parameters
Section titled “Parameters”button
Section titled “button”number
number = 0
Returns
Section titled “Returns”boolean
isGamepadButtonPressed()
Section titled “isGamepadButtonPressed()”isGamepadButtonPressed(
button,pad?):boolean
Defined in: input/input.ts:290
Parameters
Section titled “Parameters”button
Section titled “button”number
number = 0
Returns
Section titled “Returns”boolean
isGamepadButtonReleased()
Section titled “isGamepadButtonReleased()”isGamepadButtonReleased(
button,pad?):boolean
Defined in: input/input.ts:297
Parameters
Section titled “Parameters”button
Section titled “button”number
number = 0
Returns
Section titled “Returns”boolean
isGamepadConnected()
Section titled “isGamepadConnected()”isGamepadConnected(
pad?):boolean
Defined in: input/input.ts:281
Parameters
Section titled “Parameters”number = 0
Returns
Section titled “Returns”boolean
isKeyDown()
Section titled “isKeyDown()”isKeyDown(
key):boolean
Defined in: input/input.ts:118
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”boolean
isKeyPressed()
Section titled “isKeyPressed()”isKeyPressed(
key):boolean
Defined in: input/input.ts:122
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”boolean
isKeyReleased()
Section titled “isKeyReleased()”isKeyReleased(
key):boolean
Defined in: input/input.ts:126
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”boolean
isMouseButtonDown()
Section titled “isMouseButtonDown()”isMouseButtonDown(
button):boolean
Defined in: input/input.ts:134
Parameters
Section titled “Parameters”button
Section titled “button”number
Returns
Section titled “Returns”boolean
isMouseButtonPressed()
Section titled “isMouseButtonPressed()”isMouseButtonPressed(
button):boolean
Defined in: input/input.ts:138
Parameters
Section titled “Parameters”button
Section titled “button”number
Returns
Section titled “Returns”boolean
isMouseButtonReleased()
Section titled “isMouseButtonReleased()”isMouseButtonReleased(
button):boolean
Defined in: input/input.ts:142
Parameters
Section titled “Parameters”button
Section titled “button”number
Returns
Section titled “Returns”boolean
isPointerOverUI()
Section titled “isPointerOverUI()”isPointerOverUI():
boolean
Defined in: input/input.ts:328
Returns
Section titled “Returns”boolean
isTouchActive()
Section titled “isTouchActive()”isTouchActive(
id):boolean
Defined in: input/input.ts:199
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”boolean
noteKeyDown()
Section titled “noteKeyDown()”noteKeyDown(
code):void
Defined in: input/input.ts:151
Record a key-down. The pressed edge only fires on the transition, so a browser’s auto-repeat keydown for a held key doesn’t re-trigger it.
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void
noteKeyUp()
Section titled “noteKeyUp()”noteKeyUp(
code):void
Defined in: input/input.ts:161
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void
noteMouseDown()
Section titled “noteMouseDown()”noteMouseDown(
button):void
Defined in: input/input.ts:168
Parameters
Section titled “Parameters”button
Section titled “button”number
Returns
Section titled “Returns”void
noteMouseUp()
Section titled “noteMouseUp()”noteMouseUp(
button):void
Defined in: input/input.ts:176
Parameters
Section titled “Parameters”button
Section titled “button”number
Returns
Section titled “Returns”void
releaseGamepad()
Section titled “releaseGamepad()”releaseGamepad(
index?):void
Defined in: input/input.ts:347
Give an index (or all of them) back to the hardware.
Parameters
Section titled “Parameters”index?
Section titled “index?”number
Returns
Section titled “Returns”void
removeVirtualSource()
Section titled “removeVirtualSource()”removeVirtualSource(
owner):void
Defined in: input/input.ts:255
Parameters
Section titled “Parameters”object
Returns
Section titled “Returns”void
setVirtual()
Section titled “setVirtual()”setVirtual(
id,x,y?):void
Defined in: input/input.ts:232
Set a named virtual input; held until overwritten, so stopping means
writing zero. y defaults to 0 for button/1D use.
Parameters
Section titled “Parameters”string
number
number = 0
Returns
Section titled “Returns”void
setVirtualSource()
Section titled “setVirtualSource()”setVirtualSource(
owner,id,x,y?):void
Defined in: input/input.ts:248
A control owns only its contribution, even when several share a binding.
Parameters
Section titled “Parameters”object
string
number
number = 0
Returns
Section titled “Returns”void
updateGamepads()
Section titled “updateGamepads()”updateGamepads(
snapshots):void
Defined in: input/input.ts:354
Parameters
Section titled “Parameters”snapshots
Section titled “snapshots”Returns
Section titled “Returns”void