Skip to content

Commit 242212a

Browse files
committed
Updating text
1 parent 88dff4c commit 242212a

1 file changed

Lines changed: 21 additions & 4 deletions

File tree

Packages/com.unity.inputsystem/Documentation~/Architecture.md

Lines changed: 21 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,11 @@ The Input System can also send data back to the native backend in the form of [c
1515

1616
# Input System (low-level)
1717

18-
The diagram below reads top-to-bottom as a layered pipeline: the native **platform backends** at the bottom feed the **InputManager**, which uses **layouts** to build **devices** whose state is stored in **Input State Memory** at the top.
18+
The diagram of the low-level Input System reads top-to-bottom as a layered pipeline:
19+
20+
1. The native platform backends at the bottom feed the InputManager.
21+
1. The InputManager uses layouts to build devices.
22+
1. The device's state is stored in Input State Memory at the top.
1923

2024
```mermaid
2125
flowchart TB
@@ -94,9 +98,19 @@ The low-level system code also contains structs which describe the data layout o
9498

9599
# Input System (high-level)
96100

97-
The high-level system is easiest to understand in two parts: how input flows through the system at **runtime**, and how Actions are **authored as assets**. Both are shown below for a single player; each additional player gets its own `InputActionState` and a cloned `InputActionAsset` with its own device list and binding mask.
101+
The high-level system is easiest to understand in two parts:
102+
103+
- How input flows through the system at runtime.
104+
- How actions are authored as assets.
105+
106+
The diagram shows both parts for a single player; each additional player gets its own `InputActionState` and a cloned `InputActionAsset` with its own device list and binding mask.
98107

99-
**Runtime data flow** — a Device control's state is written into Input State memory, a State Change Monitor notices the change, the `InputActionState` is updated, and the resulting Action fires a callback on the `PlayerInput` component in the scene:
108+
The first diagram is for the runtime data flow:
109+
110+
1. A device's control state is written into Input State memory.
111+
1. A State Change Monitor notices the change.
112+
1. The `InputActionState` is updated.
113+
1. The resulting action fires a callback on the `PlayerInput` component in the scene.
100114

101115
```mermaid
102116
flowchart LR
@@ -140,7 +154,10 @@ flowchart LR
140154
class IU,PI go;
141155
```
142156

143-
**Asset structure** — an `InputActionAsset` contains Maps, Actions, and Bindings. At runtime these populate the arrays inside the `InputActionState` shown above (`m_State`):
157+
The second diagram is for the asset structure:
158+
159+
1. An `InputActionAsset` contains maps, actions, and bindings.
160+
1. At runtime these populate the arrays inside the `InputActionState` shown in the previous diagram (`m_State`).
144161

145162
```mermaid
146163
flowchart LR

0 commit comments

Comments
 (0)