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uid input-system-control-types-ref

Control types reference

The Input System provides the following types of controls. These are available to select in the drop-down menu when you configure the control type of an action.

Control Type Value Type Description Example
AxisControl float A 1D floating-point axis. Gamepad.leftStick.x
ButtonControl float A button expressed as a floating-point value. Whether the button can have a value other than 0 or 1 depends on the underlying representation. For example, gamepad trigger buttons can have values other than 0 and 1, but gamepad face buttons generally can't. Mouse.leftButton
KeyControl N/A A specialized button that represents a key on a Keyboard. Keys have an associated keyCode and, unlike other types of Controls, change their display name in accordance to the currently active system-wide keyboard layout. Refer to the Keyboard documentation for details. Keyboard.aKey
Vector2Control Vector2 A 2D floating-point vector. Pointer.position
Vector3Control Vector3 A 3D floating-point vector. Accelerometer.acceleration
QuaternionControl Quaternion A 3D rotation. AttitudeSensor.attitude
IntegerControl int An integer value. Touchscreen.primaryTouch.touchId
StickControl Vector2 A 2D stick control like the thumbsticks on gamepads or the stick control of a joystick. Gamepad.rightStick
DpadControl Vector2 A 4-way button control like the D-pad on gamepads or hatswitches on joysticks. Gamepad.dpad
TouchControl TouchState A control that represents all the properties of a touch on a touch screen. Touchscreen.primaryTouch

You can browse the set of all registered control layouts in the input debugger.

All controls are based on the InputControl base class. Most concrete implementations are based on InputControl<TValue>.