InputAction
InputAction defines a gameplay action mechanic such as "Jump," "Sprint," or "Shoot." These actions are then mapped to hardware inputs using InputBinding. An InputAction will check for its first ancestor type of InputContext and register itself to that context (if there is no ancestor context, it will be registered to a default context).
Summary
Properties
Non-scriptable read-only property useful for debugging Direction1D input actions.
Non-scriptable read-only property useful for debugging Direction2D input actions.
Non-scriptable read-only property useful for debugging Direction3D input actions.
Determines if the InputAction is enabled or not.
Specifies what type of input value the action is expecting.
Methods
Updates the InputAction to the given state and fires the appropriate signals.
Returns the current state of the InputAction.
Events
Fires only when the InputAction.Type is set to Bool on a state transition from false to true.
Fires only when the InputAction.Type is set to Bool on a state transition from true to false.
Fires for all Enum.InputActionType types whenever the state changes, except if the state attempts to transition to the same state.
Properties
BoolState
Direction1DState
A non-scriptable read-only property only visible in Studio, primarily useful for debugging while testing an InputAction with Type of Direction1D.
Direction2DState
A non-scriptable read-only property only visible in Studio, primarily useful for debugging while testing an InputAction with Type of Direction2D.
Direction3DState
A non-scriptable read-only property only visible in Studio, primarily useful for debugging while testing an InputAction with Type of Direction3D.
Enabled
Determines if the InputAction is enabled or not. The action state will be reset if this property is toggled to false.
Specifies what type of input value the action is expecting. See Enum.InputActionType for more details.
Methods
Fire
Updates the InputAction to the given state and fires the appropriate signals. This method is most useful for script‑triggered "input" where the passed state should trigger events like Pressed or StateChanged regardless of whether the player triggered that state through normal inputs.
This method will only accept a state parameter that matches the Type and attempting to call it with a mismatched type will cause an error, for example passing a state of 0.5 when the Type is Bool.
Note that this method follows the conditions of Pressed, Released, and StateChanged. For example, if you make multiple consecutive calls to Fire() with a state of true, StateChanged will only fire on the first state change and the subsequent calls to Fire() will do nothing.
Parameters
Returns
GetState
Returns the current state of the InputAction, for example true for an action with Type set to Bool.
Returns
The current state of InputAction.
Events
Pressed
This event fires only when the Type is set to Bool, and only when the state transitions from false to true.
Released
This event fires only when the Type is set to Bool, and only when the state transitions from true to false.
StateChanged
This event fires for all Enum.InputActionType types whenever the state changes, except if the state attempts to transition to the same state.
Parameters
The new state of the InputAction.