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

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Actions also make it simpler to create a system that lets your players [customize their bindings at runtime](rebind-action-runtime.md), which is a common requirement for games.
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>**Notes:**
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> [!NOTE]
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> - Actions are a runtime only feature. You can't use them in [Editor window code](https://docs.unity3d.com/ScriptReference/EditorWindow.html).
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>
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> - You can read input without using Actions and Bindings by directly reading specific device controls. This is less flexible, but can be quicker to implement for certain situations. Read more about [directly reading devices from script](using-direct-workflow.md).

Packages/com.unity.inputsystem/Documentation~/about-layouts.md

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The Input System ships with a large set of layouts for common Control types and common Devices. For other Device types, the system automatically generates layouts based on the Device description that the Device's interface reports.
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You can browse the set of currently understood layouts from the Input Debugger.
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![Layouts in Debugger](Images/LayoutsInDebugger.png)
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A layout has two primary functions:
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Open the Input Debugger to browse the set of currently available layouts. A layout has two primary functions:
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* Describe a certain memory layout containing input data.
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* Assign names, structure, and meaning to the Controls operating on the data.

Packages/com.unity.inputsystem/Documentation~/access-ui-input-module.md

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1. Create a new empty GameObject
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2. Click [**Add Component**](https://docs.unity3d.com/Manual/UsingComponents.html) in the Inspector
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3. In the search field displayed, type `Input System UI Input Module`
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3. In the search field displayed, type `input system ui`.
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4. Select **Input System UI Input Module** to add it to the GameObject.
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![InputSystemUIInputModule](Images/InputSystemUIInputModuleAdd.png)
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![The Add Component search bar displays 'input system ui' to highlight the 'Input System UI Input Module' component.](Images/InputSystemUIInputModuleAdd.png)

Packages/com.unity.inputsystem/Documentation~/api-overview.md

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|API name|Description|
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|-----|-----------|
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|[`InputSystem.actions`](xref:UnityEngine.InputSystem.InputSystem)|A reference to the set of actions assigned as the [project-wide Actions](./about-project-wide-actions.md).|
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|[`InputAction`](xref:UnityEngine.InputSystem.InputAction)|The class which represents an action. You can use a reference to an action to read the current value of the controls that it is bound to, or to trigger callbacks in response to input. This class corresponds to an entry in the **Actions**"** column of the [Input Actions editor](actions-editor.md).|
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|[`InputAction`](xref:UnityEngine.InputSystem.InputAction)|The class which represents an action. You can use a reference to an action to read the current value of the controls that it is bound to, or to trigger callbacks in response to input. This class corresponds to an entry in the **Actions** column of the [Input Actions editor](actions-editor.md).|
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|[`InputActionMap`](xref:UnityEngine.InputSystem.InputActionMap)|The class which represents an [action map](create-edit-delete-action-maps.md). The API equivalent to an entry in the "Action Maps" column of the [Input Actions editor](actions-editor.md).|
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|[`InputBinding`](xref:UnityEngine.InputSystem.InputBinding)|The relationship between an action and the specific device controls for which it receives input. For more information about Bindings and how to use them, see [bindings](bindings.md).|
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Packages/com.unity.inputsystem/Documentation~/apply-interactions-actions.md

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If you apply Interactions to both an Action and its Bindings, then the effect is the same as if the Action's Interactions are on the list of Interactions on each of the Bindings. This means that the Input System applies the Binding's Interactions first, and then the Action's Interactions.
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## Apply Interactions to Actions via the Editor
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## Apply Interactions to Actions in the Editor
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To apply interactions via the Input Action Editor:
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To apply interactions in the Input Action Editor:
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1. Select an Action to edit, so that the right pane of the window displays the properties for that Action.
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1. Select the plus icon on the __Interactions__ foldout to open a list of all available Interactions types.
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1. Select an Interaction type to add an Interaction instance of that type. The Interaction now appears in the __Interactions__ foldout.
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1. If the Interaction has any parameters, you can now edit them at this stage.
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## Apply Interactions to Actions via code
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## Apply Interactions to Actions in code
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If you create your Actions in code, you can add Interactions like this:
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Packages/com.unity.inputsystem/Documentation~/apply-interactions-bindings.md

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To apply Interactions to all Bindings on an Action, refer to [Apply Interactions to Actions](apply-interactions-actions.md).
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## Apply Interactions to Bindings via the Editor
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## Apply Interactions to Bindings in the Editor
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If you're using [project-wide actions](actions-editor.md), or [Input Action Assets](action-assets.md), you can add any Interaction to your Bindings via the Input Action editor.
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To remove an Interaction, select the minus (-) button next to it. To change the [order of Interactions](introduction-interactions.md#multiple-interactions-on-a-binding), select the up and down arrows.
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## Apply Interactions to Bindings via code
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## Apply Interactions to Bindings in code
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To add Interactions to Bindings that you created in code, you can use the following code sample as a template:
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Packages/com.unity.inputsystem/Documentation~/built-in-interactions.md

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Each built-in Interaction has its own parameters, and responds differently to Interaction callbacks.
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>[!Note]
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>The built-in Interactions operate on Control actuation and don't use Control values directly. The Input System evaluates the `pressPoint` parameters against the magnitude of the Control actuation. This means you can use these Interactions on any Control which has a magnitude, such as sticks, and not just on buttons.
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> [!NOTE]
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> The built-in Interactions operate on Control actuation and don't use Control values directly. The Input System evaluates the `pressPoint` parameters against the magnitude of the Control actuation. This means you can use these Interactions on any Control which has a magnitude, such as sticks, and not just on buttons.
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If an Action or Binding has no Interaction set, the system uses its [default Interaction](default-interactions.md).
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Packages/com.unity.inputsystem/Documentation~/configure-ui-input-action-map.md

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## Reset the UI action map
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>[!IMPORTANT]
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>These instructions reset both the UI action map and the Player action map to their default bindings.
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> !IMPORTANT]
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> These instructions reset both the UI action map and the Player action map to their default bindings.
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To reset the UI action map to its default bindings:
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Packages/com.unity.inputsystem/Documentation~/configure-virtual-mouse-input.md

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6. Drag the **Image** component of the pointer GameObject into the **Cursor Graphic** field of the Virtual Mouse component.
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7. Drag the **Rect Transform** component of the pointer GameObject to the **Cursor Transform** field of the Virtual Mouse component.
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>[!NOTE]
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> [!NOTE]
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> Do not set up gamepads and joysticks for [navigation input](supported-ui-input-types-navigation.md) while using the Virtual Mouse component. If, for example, the Virtual Mouse component is configured to receive input from gamepads, and `Move`, `Submit`, and `Cancel` on the UI Input Module are also linked to the gamepad, then the UI receives input from the gamepad on two channels, and triggers the input twice.
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## Control the virtual mouse via the Input System

Packages/com.unity.inputsystem/Documentation~/create-on-screen-button-control.md

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2. Add the [`OnScreenButton`](xref:UnityEngine.InputSystem.OnScreen.OnScreenButton) component to it.
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3. Set the [controlPath](xref:UnityEngine.InputSystem.OnScreen.OnScreenControl) to refer to a [`ButtonControl`](xref:UnityEngine.InputSystem.Controls.ButtonControl) (for example, `<Gamepad>/buttonSouth`). The type of device referenced by the control path determines the type of virtual device created by the component.
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![OnScreenButton](Images/OnScreenButton.png)
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![The OnScreenButton component displays the Control Path value as `rightShoulder [Gamepad]`.](Images/OnScreenButton.png)
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The [`OnScreenButton`](xref:UnityEngine.InputSystem.OnScreen.OnScreenButton) component requires the target control to be a `Button` control. [`OnScreenButton`](xref:UnityEngine.InputSystem.OnScreen.OnScreenButton) sets the target control value to 1 when it receives a pointer-down (`IPointerDownHandler.OnPointerDown`) event, or 0 when it receives a pointer-up (`IPointerUpHandler.OnPointerUp`) event.

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