Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/Documentation~/UseInEditor.md
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

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# Using Input in the Editor
Unlike Unity's old Input Manager, you can use the new Input System from within `EditorWindow` code as well. For example, you can gain access to pen pressure information like this:
```CSharp
class MyEditorWindow : EditorWindow
{
public void OnGUI()
{
var pen = Pen.current;
if (pen != null)
{
var position = pen.position.ReadValue();
var pressure = pen.pressure.ReadValue();
//...
}
}
}
```
This encompasses all code called from `OnGUI()` methods, which means that you can also use the Input System in property drawers, Inspectors, and other similar places.
>__Note__: Unity doesn't support Actions in Edit mode.
## Coordinate System
The coordinate system differs between `EditorWindow` code and `UnityEngine.Screen`. `EditorWindow` code has its origin in the upper-left corner, with Y down. `UnityEngine.Screen` has it in the bottom-left corner, with Y up.
The Input System compensates for that by automatically converting coordinates depending on whether you call it from your application or from Editor code. In other words, calling `Mouse.current.position.ReadValue()` from inside `EditorWindow` code returns mouse coordinates in Editor UI coordinates (Y down), and reading the position elsewhere returns it in application screen coordinates (Y up).
Internally, an editor-specific Processor called `AutoWindowSpace` handles this translation.