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!
33 lines
1.4 KiB
Markdown
33 lines
1.4 KiB
Markdown
# 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.
|