![]() (Read Only)Ĭontrols enabling and disabling of IME input composition.ĭoes the user have an IME keyboard input source selected? The current IME composition string being typed by the user.ĭevice physical orientation as reported by OS. The current text input position used by IMEs to open windows. This property controls if input sensors should be compensated for screen orientation. Property for accessing compass (handheld devices only). Should Back button quit the application?Only usable on Android, Windows Phone or Windows Tablets. Returns true the first frame the user hits any key or mouse button. Is any key or mouse button currently held down? (Read Only) (Read Only) (Allocates temporary variables). Returns list of acceleration measurements which occurred during the last frame. Number of acceleration measurements which occurred during last frame. Last measured linear acceleration of a device in three-dimensional space. This can be useful when reconstructing player motions, feeding acceleration data into a predictor, or implementing other precise motion analysis. To access all accelerometer samples since the last frame, you can use the Input.accelerationEvents property array. ![]() Note that the accelerometer hardware can be polled more than once per frame. You can also use the viceOrientation property to get a discrete evaluation of the device's orientation in three-dimensional space.ĭetecting a change in orientation can be useful if you want to create game behaviors when the user rotates the device to hold it differently. You can use the Input.acceleration property to get the accelerometer reading. The Y axis is positive directly up, and the Z axis is positive pointing toward you. If you hold the device upright (with the home button at the bottom) in front of you, the X axis is positive along the right, You can use this data to detect both the current orientation of the device (relative to the ground) and any immediate changes to that orientation.Īcceleration along each axis is reported directly by the hardware as G-force values.Ī value of 1.0 represents a load of about +1g along a given axis while a value of -1.0 represents -1g. You can access data on the status of each finger touching screen during the last frame by using the Input.touches property array.Īs a device moves, its accelerometer hardware reports linear acceleration changes along the three primary axes in three-dimensional space. IOS and Android devices are capable of tracking multiple fingers touching the screen simultaneously. See Also: Ke圜ode which lists all of the key press, mouse and joystick options. You should make all the Input calls in the Update Loop. Note: Input flags are not reset until Update. Input.GetAxis will make the script code smaller and simpler. Use Input.GetButton for action-like events only. It gives you smoothed and configurable input that can be mapped to a keyboard, joystick or mouse. If you are using input for any kind of movement behaviour use Input.GetAxis. "Fire1", "Fire2" "Fire3" are mapped to Ctrl, Alt, Cmd keys and three mouse or joystick buttons. "Mouse X" and "Mouse Y" are mapped to the mouse delta. "Horizontal" and "Vertical" are mapped to joystick, A, W, S, D and the arrow keys. To read an axis use Input.GetAxis with one of the following default axes: Use this class to read the axes set up in the Conventional Game Input, and to access multi-touch/accelerometer data on mobile devices. ![]() Starting from 2022.1 "Use Physical Keys" is enabled by default.
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