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InputSystemNavigationBindings

interludesoftware.tick

Interlude.Tick

InputSystemNavigationBindings Class

Navigation bindings for the Input System backend. Each action binds a list of InputSystemControls (keyboard keys and/or gamepad buttons, including the D-pad), read directly from Keyboard.current / Gamepad.current — no setup and no key translation.

The analog sticks have no UnityEngine.InputSystem.LowLevel.GamepadButton entry, so they are read directly from Gamepad.current.leftStick / rightStick when the matching Use* toggle is set. The left stick is on by default (the usual menu convention); the right stick is off because games usually bind it to the camera. Each stick produces a single edge per crossing of the threshold so holding does not auto-repeat.

public class InputSystemNavigationBindings : Interlude.Tick.NavigationBindings

Inheritance System.ObjectNavigationBindings → InputSystemNavigationBindings

Fields

InputSystemNavigationBindings.LeftStickThreshold Field

Magnitude the left stick must cross before it triggers a navigation step.

public float LeftStickThreshold;

Field Value

System.Single

InputSystemNavigationBindings.RightStickThreshold Field

Magnitude the right stick must cross before it triggers a navigation step.

public float RightStickThreshold;

Field Value

System.Single

InputSystemNavigationBindings.UseLeftStick Field

Drive the four directions from the left analog stick.

public bool UseLeftStick;

Field Value

System.Boolean

InputSystemNavigationBindings.UseRightStick Field

Drive the four directions from the right analog stick.

public bool UseRightStick;

Field Value

System.Boolean