9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
40 lines
3.7 KiB
Markdown
40 lines
3.7 KiB
Markdown
# Mouse support
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The Input System represents mouse input with the [`Mouse`](../api/UnityEngine.InputSystem.Mouse.html) Device layout that the [`Mouse`](../api/UnityEngine.InputSystem.Mouse.html) class implements. Mice are based on the [`Pointer`](Pointers.md) layout.
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To query the last used or last added mouse, use [`Mouse.current`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_current).
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```
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var mouse = Mouse.current;
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```
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>__Note__: The Input System does not currently support:
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>* Input from multiple mice at the platform level.
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>* Identifying the current display a mouse is on.
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## Controls
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In addition to the [Controls inherited from `Pointer`](Pointers.md#controls), Mouse devices implement the following Controls:
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|Control|Type|Description|
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|-------|----|-----------|
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|[`leftButton`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_leftButton)|[`ButtonControl`](../api/UnityEngine.InputSystem.Controls.ButtonControl.html)|The left mouse button. Same as the inherited [`Pointer.press`](../api/UnityEngine.InputSystem.Pointer.html#UnityEngine_InputSystem_Pointer_press).|
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|[`rightButton`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_rightButton)|[`ButtonControl`](../api/UnityEngine.InputSystem.Controls.ButtonControl.html)|The right mouse button.|
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|[`middleButton`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_middleButton)|[`ButtonControl`](../api/UnityEngine.InputSystem.Controls.ButtonControl.html)|The middle mouse button.|
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|[`forwardButton`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_forwardButton)|[`ButtonControl`](../api/UnityEngine.InputSystem.Controls.ButtonControl.html)|Used for other mouse buttons where applicable.|
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|[`backButton`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_backButton)|[`ButtonControl`](../api/UnityEngine.InputSystem.Controls.ButtonControl.html)|Used for other mouse buttons where applicable.|
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|[`clickCount`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_clickCount)|[`IntegerControl`](../api/UnityEngine.InputSystem.Controls.IntegerControl.html)|A Control which lets you read the number of consecutive clicks the last mouse click belonged to, as reported by the OS. Use this to distinguish double- or multi-clicks.|
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|[`scroll`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_scroll)|[`Vector2Control`](../api/UnityEngine.InputSystem.Controls.Vector2Control.html)|The input from the mouse scrolling control expressed as a delta in pixels since the last frame. Can come from a physical scroll wheel, or from touchpad gestures.|
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## Cursor warping
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On desktop platforms (Windows, Mac, Linux, and UWP), you can move the mouse cursor via code. Note that this moves the system's actual mouse cursor, not just Unity's internally-stored mouse position. This means that the user sees the cursor jumping to a different position, which is generally considered to be bad UX practice. It's advisable to only do this if the cursor is hidden (see the [`Cursor` API documentation](https://docs.unity3d.com/ScriptReference/Cursor.html) for more information).
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To move the cursor to a different position, use [`Mouse.WarpCursorPosition`](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_WarpCursorPosition_UnityEngine_Vector2_). The coordinates are expressed as Unity screen coordinates, just like [`Mouse.position`](../api/UnityEngine.InputSystem.Pointer.html#UnityEngine_InputSystem_Pointer_position).
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```
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Mouse.current.WarpCursorPosition(new Vector2(123, 234));
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```
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>__Note__: If the cursor is locked, warping the mouse position is only temporary and Unity resets the cursor to the center of the window every frame.
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