Library -Artifacts
5.7 KiB
On-screen Controls
You can use on-screen Controls to simulate Input Devices with UI widgets that the user interacts with on the screen. The most prominent example is the use of stick and button widgets on touchscreens to emulate a joystick or gamepad.
There are currently two Control types implemented out of the box: buttons and sticks. You can implement custom Controls by extending the base OnScreenControl
class (see documentation on writing custom on screen Controls to learn more).
Note: On-screen Controls don't have a predefined visual representation. It's up to you to set up the visual aspect of a Control (for example, by adding a sprite or UI component to the GameObject). On-screen Controls take care of the interaction logic and of setting up and generating input from interactions.
Each on-screen Control uses a Control path to reference the Control that it should report input as. For example, the following on-screen button reports input as the right shoulder button of a gamepad:
The collection of on-screen Controls present in a Scene forms one or more Input Devices. The Input System creates one Input Device for each distinct type of Device the Controls reference. For example, if one on-screen button references <Gamepad>/buttonSouth
and another on-screen button references <Keyboard>/a
, the Input System creates both a Gamepad
and a Keyboard
. This happens automatically when the components are enabled. When disabled, the Input System automatically removes the Devices again.
To query the Control (and, implicitly, the Device) that an on-screen Control feeds into, you can use the OnScreenControl.control
property.
Note: This design allows you to use on-screen Controls to create input for arbitrary Input Devices, in addition to joysticks and gamepads.
On-screen buttons
To create an on-screen button:
- Add a UI
Button
object. - Add the
OnScreenButton
component to it. - Set the
Control Path
to refer to aButtonControl
(for example,<Gamepad>/buttonSouth
). The type of device referenced by the control path determines the type of virtual device created by the component.
The OnScreenButton
component requires the target Control to be a Button
Control. OnScreenButton
sets the target Control value to 1 when it receives a pointer-down (IPointerDownHandler.OnPointerDown
) event, or 0 when it receives a pointer-up (IPointerUpHandler.OnPointerUp
) event.
On-screen sticks
To create an on-screen stick:
- Create a UI
Image
object. - Add the
OnScreenStick
component to it. - Set the
Control Path
to refer to aVector2Control
(for example,<Gamepad>/leftStick
). The type of device referenced by the control path determines the type of virtual device created by the component.
The OnScreenStick
component requires the target Control to be a Vector2
Control. OnScreenStick
starts the movement of the stick Control when it receives a pointer-down (IPointerDownHandler.OnPointerDown
) event, and stops it when it receives a pointer-up (IPointerUpHandler.OnPointerUp
) event.
In-between, the stick moves according to the pointer being dragged (IDragHandler.OnDrag
) within a box centered on the pointer-down screen point, and with an edge length defined in the component's Movement Range property. A movement range of 50, for example, means that the stick's on-screen area is 25 pixels up, down, left, and right of the pointer-down point on screen.
If you want to be notified when the user starts and/or stops touching the on-screen stick, implement IPointerDownHandler
and/or IPointerUpHandler
on a component and add it to the stick GameObject
.
Writing custom on-screen Controls
You can add support for new types of Input Controls by extending OnScreenControl
. An easy example to follow is OnScreenButton
.
[AddComponentMenu("Input/On-Screen Button")]
public class OnScreenButton : OnScreenControl, IPointerDownHandler, IPointerUpHandler
{
public void OnPointerUp(PointerEventData data)
{
SendValueToControl(0.0f);
}
public void OnPointerDown(PointerEventData data)
{
SendValueToControl(1.0f);
}
[InputControl(layout = "Button")]
[SerializeField]
private string m_ControlPath;
protected override string controlPathInternal
{
get => m_ControlPath;
set => m_ControlPath = value;
}
}