在Edit->project setting -> input 处可以对按键细节进行设置: 扩展size ,即可添加按键配置。 Name:名称,调用或在外部设置的时候需要使用该名 Negative Button :缺省值为-1的按键 Positive Button :缺省值为1的按键 Alt Negative Button :备用的缺省值为-1的按键 Alt Positive Button :备用的缺省值为1的按键 De...
安装完毕后我们来对比一下,新老版本的使用差别,下面提供一个官方的文档连接,如果有需要可以查看https://docs.unity3d.com/Packages/com.unity.inputsystem@1.1/manual/Migration.html#unityengineinputanykeydownhttpsdocsunity3dcomscriptreferenceinput-anykeydownhtml 新旧版的键盘按键监听对比: 以监听"A"键按下,抬起...
1boolresult = Input.GetKeyDown(KeyCode.XXX); 3)虚拟轴 路径:Edit-Project Settings-Input 可以自定义虚拟轴 获取虚拟轴的输入可以用 1floatAxis01 = Input.GetAxis("Name");2floatAxis02 = Input.GetAxisRaw("Name");3boolbutton01 = Input.GetButton("Name");4boolbutton02 = Input.GetButtonDown("Name...
Inputclass in UnityEngine描述 访问输入系统的接口。使用该类可以读取输入管理器中设置的轴,以及访问移动设备上的多点触控/加速度计数据。要读取轴,请将 Input.GetAxis 与以下默认轴之一配合使用:“Horizontal”和“Vertical”映射到游戏杆,D、D、D、D 和箭头键。“Mouse X”和“Mouse Y”映射到鼠标增量。“Fire...
An axis has a value between -1 and 1. The neutral position is 0. This is the case for joystick input and keyboard input. 一个轴具有-1和1之间的值。中间位置为0。这种情况用于操纵杆输入和键盘输入。 However, Mouse Delta and Window Shake Delta are how much the mouse or window moved during...
The first thing to note in this example is that it uses the UnityEngine.InputSystem namespace which is included at the top. Next the Clicker script caches a reference to the camera to be used later. Within each Update, the current mouse being used is cached and then checked to see if ...
isOccupied = false; } public void OnDrag(PointerEventData eventData) { Vector3 mousePos = Input.mousePosition; mousePos.z = 10; mousePos = Camera.main.ScreenToWorldPoint(mousePos); transform.position = mousePos; } public void OnEndDrag(PointerEventData eventData) { //transform.localPosition =...
isOccupied = false; } public void OnDrag(PointerEventData eventData) { Vector3 mousePos = Input.mousePosition; mousePos.z = 10; mousePos = Camera.main.ScreenToWorldPoint(mousePos); transform.position = mousePos; } public void OnEndDrag(PointerEventData eventData) { //transform.localPosition =...
GetAxis会返回浮点值,这个值介于-1到1之间,轴在输入管理器中设置。 访问方法:从顶部菜单选择“Edit”,“Project Settings”,“Input”。 按钮操作时,只需考虑“Positive Button”的值,对于轴“Positive Button”和“Negative Button”都要考虑,以及“Gravitty”,"Sensitivity","Dead"和"Snap"。 因为GetAxis返回的...
you have. You can use one of these as the parameter "buttonName". 3. Expand one of the items in the list to access and change aspects such as the button's name and the key, joystick or mouse movement that triggers it. 4. For more information about buttons, see theInput Managerpage...