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.
Inheritance System.Object → NavigationBindings → InputSystemNavigationBindings
Fields¶
InputSystemNavigationBindings.LeftStickThreshold Field¶
Magnitude the left stick must cross before it triggers a navigation step.
Field Value¶
InputSystemNavigationBindings.RightStickThreshold Field¶
Magnitude the right stick must cross before it triggers a navigation step.
Field Value¶
InputSystemNavigationBindings.UseLeftStick Field¶
Drive the four directions from the left analog stick.
Field Value¶
InputSystemNavigationBindings.UseRightStick Field¶
Drive the four directions from the right analog stick.