

If two or more axes have the same name, the query returns the axis with the largest absolute value. To access virtual axes from scripts, you can use the axis name.įor example, to query the current value of the Horizontal axis and store it in a variable, you can use Input.GetAxis like this: float horizontalInput = Input.GetAxis ("Horizontal") įor axes that describe an event rather than a movement (for example, firing a weapon in a game), use Input.GetButtonDown instead. For example: Input.GetKey("a") Īnother way to access keys is to use the Ke圜ode enumeration. You can also query input for a specific key or button with Input.GetKey and the naming conventions specified above. Joystick 1 button 0, joystick 1 button 1, joystick 2 button 0… Joystick button 0, joystick button 1, joystick button 2… Joystick buttons follow these naming conventions: Button origin

Mouse buttons are named mouse 0, mouse 1, mouse 2, and so on. Right shift, left shift, right ctrl, left ctrl, right alt, left alt, right cmd, left cmdīackspace, tab, return, escape, space, delete, enter, insert, home, end, page up, page down Key names follow these naming conventions: Key family To map a key or button to an axis, enter its name in the Positive Button or Negative Button property in the Input Manager. To copy a virtual axis, right-click it and select Duplicate Array Element. Right-click any axis, and select Delete Array Element.Decrease the number in the Size field.To remove a virtual axis, you can either:

The new axis copies the properties of the previous axis in the list. This creates a new axis at the bottom of the list. To add a virtual axis, increase the number in the Size field. The values for mouse input axes can be larger than 1 or smaller than –1 when the user moves the mouse quickly.Īdding, removing, and copying virtual axes

These values are deprecated and do not work. You can use this to access the axis from scripts.ĭescriptive Name, Descriptive Negative Name To see more about these axes, open the Input Manager window, and click the arrow next to any axis name to expand its properties.Įach input axis has the following properties: PropertyĪxis name. These axes enable you to use keyboard, mouse, and joystick input in your Project straight away. More info See in Glossary.Įvery Project you create has a number of input axes created by default.
#TAKE INPUTS FROM INNEXT CONTROLLER PYTHON CODE#
You can use this value in your scripts A 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. When the user activates the control, the axis receives a value in the range of.
