diff --git a/Packages/com.unity.inputsystem/Documentation~/TableOfContents.md b/Packages/com.unity.inputsystem/Documentation~/TableOfContents.md index 07b6ef53be..0790a48b0a 100644 --- a/Packages/com.unity.inputsystem/Documentation~/TableOfContents.md +++ b/Packages/com.unity.inputsystem/Documentation~/TableOfContents.md @@ -133,8 +133,32 @@ * [Use an existing input device to create a layout](hid-create-custom-layout-existing.md) * [Use a custom class to create a layout](hid-create-custom-layout-class.md) * [Supported devices reference](supported-devices-reference.md) -* [UI support](UISupport.md) - * [On-screen Controls](OnScreen.md) +* [UI input](ui-input.md) + * [Supported UI systems](supported-ui-systems.md) + * [Understand UI system compatibility](understand-ui-compatibility.md) + * [Using UI Input Module for UI support](using-ui-input-module.md) + * [Introduction to the UI Input Module](introduction-ui-input-module.md) + * [Supported input types in the UI Input Module](supported-ui-input-types.md) + * [Pointer input UI support](supported-ui-input-types-pointer.md) + * [Navigation input UI support](supported-ui-input-types-navigation.md) + * [Tracked input UI support](supported-ui-input-types-tracked.md) + * [Access the UI Input Module](access-ui-input-module.md) + * [UI Input Module component reference](ui-input-module-reference.md) + * [Use IMGUI alongside the Input System package](use-imgui-alongside-input-system.md) + * [Configure UI Input Actions](configure-ui-input-action-map.md) + * [UI Action Map reference](ui-action-map-reference.md) + * [Handling input target ambiguity](handling-input-target-ambiguity.md) + * [Virtual Mouse for UI cursor control](virtual-mouse-ui-cursor-control.md) + * [Introduction to Virtual Mouse for UI cursor control](introduction-virtual-mouse.md) + * [Configure a Virtual Mouse for UI input](configure-virtual-mouse-input.md) + * [Multiplayer UI input](multiplayer-ui-input.md) + * [Introduction to multiplayer UI input](introduction-multiplayer-ui-input.md) + * [Configure multiplayer UI input](configure-multiplayer-ui-input.md) + * [On-screen Controls](on-screen-controls.md) + * [Introduction to on-screen Controls](introduction-on-screen-controls.md) + * [Create an on-screen button Control](create-on-screen-button-control.md) + * [Create an on-screen stick Control](create-on-screen-stick-control.md) + * [Create a custom on-screen Control](create-custom-on-screen-control.md) * [Editor Features](EditorFeatures.md) * [Using Input in the Editor](UseInEditor.md) * [Debugging](debugging.md) diff --git a/Packages/com.unity.inputsystem/Documentation~/UISupport.md b/Packages/com.unity.inputsystem/Documentation~/UISupport.md deleted file mode 100644 index 50faf08ac3..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/UISupport.md +++ /dev/null @@ -1,313 +0,0 @@ ---- -uid: input-system-ui-support ---- -# UI support - -- [Overview and compatibility](#overview-and-compatibility) -- [Setting up UI input](#setting-up-ui-input) -- [Required Actions for UI](#required-actions-for-ui) -- [The UI Input Module component](#the-ui-input-module-component) - - [Using the UI Input Module](#using-the-ui-input-module) - - [UI Input Module properties](#ui-input-module-properties) - - [How the bindings work](#how-the-bindings-work) - - [Other notes about the UI Input Module](#other-notes-about-the-ui-input-module) -- [Multiplayer UIs](#multiplayer-uis) -- [Virtual mouse cursor control](#virtual-mouse-cursor-control) - - [Using the Virtual Mouse component](#using-the-virtual-mouse-component) -- [Distinguishing between UI and game input](#distinguishing-between-ui-and-game-input) - - [Handling ambiguities for pointer-type input](#handling-ambiguities-for-pointer-type-input) - - [Handling ambiguities for navigation-type input](#handling-ambiguities-for-navigation-type-input) -- [Immediate Mode GUI](#immediate-mode-gui) - - -## Overview and compatibility - -Unity has [various UI solutions](https://docs.unity3d.com/Manual/UIToolkits.html). The Input System package's compatibility and workflow with these solutions varies depending on which UI solution you are using, and which version of Unity you are using. - -In some cases you must use the **UI Input Module** (a component supplied in the Input System package) to define which actions are passed through from the Input System to the UI. - -The three main UI solutions are **UI Toolkit**, **Unity UI**, and **IMGUI**. The compatibility and workflow for each of these are as follows: - -**For [**UI Toolkit**](https://docs.unity3d.com/Manual/UIElements.html), also known as "UI Elements" (an XML/CSS style UI solution):** - -- From Unity 2023.2 and onwards, the UI actions defined in the default [project-wide actions](./about-project-wide-actions.md) directly map to UI Toolkit input. You do not need to use the UI Input Module component.</br></br> -- In versions of Unity prior to 2023.2, you must use the UI Input Module component to define which actions are passed through from the Input System to the UI. -- Refer to UI Toolkit [Runtime UI event system and input handling](https://docs.unity3d.com/Manual/UIE-Runtime-Event-System.html) for more information on how to configure UI Toolkit input. - -**For [**Unity UI**](https://docs.unity3d.com/Packages/com.unity.ugui@latest), also known as "uGUI" (a GameObject and Component style UI solution):** - -When using Unity UI (uGUI), you must always use the UI Input Module component to define which actions are passed through from the Input System to the UI. - -**For [**IMGUI**](https://docs.unity3d.com/Manual/GUIScriptingGuide.html) (a script-based "Immediate Mode" UI using the [`OnGUI`](https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnGUI.html) method):** - -The Input System package is **not compatible** with IMGUI, however you can still use the Input System for other parts of your project such as gameplay. See the [Immediate Mode GUI](#immediate-mode-gui) section for more information. - -The compatibility above is summarized in the following table: - -UI Solution|Compatible|UI Input Module component --|-|- -UI Toolkit (2023.2+)|Yes|Not required -UI Toolkit (pre 2023.2)|Yes|Required -Unity UI (uGUI)|Yes|Required -IMGUI|No|n/a - - -## Setting up UI input - -The default [project-wide actions](./about-project-wide-actions.md) comes with a "**UI**" Action Map, that contains all the actions required for UI interaction (shown in the image below). You can configure the bindings for these actions in the [Actions Editor](./ActionsEditor.md). Go to **Project Settings > Input System Package**, then select "**UI**" in the Action Maps column. - - - -## Required Actions for UI - -The default project-wide actions comes with all the required actions to be compatible with UI Toolkit and Unity UI. - -You can modify, add, or remove bindings to the named actions in the UI action map to suit your project, however in order to remain compatible with UI Toolkit, the name of the action map ("**UI**"), the names of the actions it contains, and their respective **Action Types** must remain the same. - -These specific actions and types, which are expected by the [UI Input Module](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) class, are as follows: - -**Action**|**Action Type**|**Control Type**|**Description** --|-|-|- -Navigate|PassThrough|Vector2|A vector used to select the currently active UI [selectable](https://docs.unity3d.com/Manual/script-Selectable.html) in gamepad or arrow-key [navigation-type input](#navigation-type-input). -Submit|Button|Button|Submits the currently selected UI [selectable](https://docs.unity3d.com/Manual/script-Selectable.html) in [navigation-type input](#navigation-type-input) -Cancel|Button|Button|Exits any interaction with the currently selected UI [selectable](https://docs.unity3d.com/Manual/script-Selectable.html) in [navigation-type input](#navigation-type-input) -Point|PassThrough|Vector2|A 2D screen position. The cursor for [pointer-type](#pointer-type-input) interaction. -Click|PassThrough|Button|The primary button for [pointer-type](#pointer-type-input) interaction. -RightClick|PassThrough|Button|The secondary button for [pointer-type](#pointer-type-input) interaction. -MiddleClick|PassThrough|Button|The middle button for [pointer-type](#pointer-type-input) interaction. -ScrollWheel|PassThrough|Vector2|The scrolling gesture for [pointer-type](#pointer-type-input) interaction. -Tracked Device Position|PassThrough|Vector3|A 3D position of one or multiple spatial tracking devices, such as XR hand controllers. In combination with Tracked Device Orientation, this allows XR-style UI interactions by pointing at UI [selectables](https://docs.unity3d.com/Manual/script-Selectable.html) in space. See [tracked-type input](#tracked-type-input). -Tracked Device Orientation|PassThrough|Quaternion|a `Quaternion` representing the rotation of one or multiple spatial tracking devices, such as XR hand controllers. In combination with [Tracked Device Position](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_trackedDevicePosition), this allows XR-style UI interactions by pointing at UI [selectables](https://docs.unity3d.com/Manual/script-Selectable.html) in space. See [tracked-type input](#tracked-type-input). - -You can also reset the UI action map to its default bindings by selecting **Reset** from the **More (⋮)** menu, at the top right of the actions editor window. However, this will reset both the 'Player' and 'UI' action maps to their default bindings. - -## The UI Input Module component - -When working with Unity UI (uGUI), or when using UI Toolkit in versions of Unity prior to Unity 2023.2, you must use the **UI Input Module** component which defines which actions are passed through to your UI, as well as some other UI-related input settings. -> **Note:** -> If you have an instance of the [Input System UI Input Module](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) component in your scene, the settings on that component takes priority and are used instead of the UI settings in your project-wide actions. Also, The UI action map will be enabled, along with the default action map specified on any UI Input Module component in the scene. - -The UI Input module is implemented in the class [`InputSystemUIInputModule`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html). - -### Using the UI Input Module - -The UI Input Module is a component which you must add to a GameObject in your scene in order for your UI to receive input from the Input System. To do this: - -1. Create a new empty GameObject -2. Click [**Add Component**](https://docs.unity3d.com/Manual/UsingComponents.html) in the inspector -3. In the search field displayed, type "Input System UI Input Module" -4. Select **Input System UI Input Module** to add it to the GameObject. - - - - -### UI Input Module properties - - - -You can use the following properties to configure [InputSystemUIInputModule](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html): - -|**Property**|**Description**| -|--------|-----------| -|[Move Repeat Delay](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_moveRepeatDelay)|The initial delay (in seconds) between generating an initial [IMoveHandler.OnMove](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.IMoveHandler.html) navigation event and generating repeated navigation events when the __Move__ Action stays actuated.| -|[Move Repeat Rate](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_moveRepeatDelay)|The interval (in seconds) between generating repeat navigation events when the __Move__ Action stays actuated. Note that this is capped by the frame rate; there will not be more than one move repeat event each frame so if the frame rate dips below the repeat rate, the effective repeat rate will be lower than this setting.| -|[Actions Asset](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_actionsAsset)|An [Input Action Asset](ActionAssets.md) containing all the Actions to control the UI. You can choose which Actions in the Asset correspond to which UI inputs using the following properties.<br><br>By default, this references a built-in Asset named *DefaultInputActions*, which contains common default Actions for driving UI. If you want to set up your own Actions, [create a custom Input Action Asset](ActionAssets.md#creating-input-action-assets) and assign it here. When you assign a new Asset reference to this field in the Inspector, the Editor attempts to automatically map Actions to UI inputs based on common naming conventions.| -|[Deselect on Background Click](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_deselectOnBackgroundClick)|By default, when the pointer is clicked and does not hit any `GameObject`, the current selection is cleared. This, however, can get in the way of keyboard and gamepad navigation which will want to work off the currently selected object. To prevent automatic deselection, set this property to false.| -|[Pointer Behavior](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_pointerBehavior)|How to deal with multiple pointers feeding input into the UI. See [pointer-type input](#pointer-type-input).| -|[Cursor Lock Behavior](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_cursorLockBehavior)|Controls the origin point of UI raycasts when the cursor is locked. | - - -### How the bindings work - -The UI input module can deal with three different types of input: - -- Pointer-type input -- Navigation-type input -- Tracked-type input - -For each of these types of input, input is sourced and combined from a specific set of Actions as detailed below. - -#### Pointer-type input - -To the UI, a pointer is a position from which clicks and scrolls can be triggered to interact with UI elements at the pointer's position. Pointer-type input is sourced from [point](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_point), [leftClick](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_leftClick), [rightClick](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_rightClick), [middleClick](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_middleClick), and [scrollWheel](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_scrollWheel). - -The UI input module does not have an association between pointers and cursors. In general, the UI is oblivious to whether a cursor exists for a particular pointer. However, for mouse and pen input, the UI input module will respect [Cusor.lockState](https://docs.unity3d.com/ScriptReference/Cursor-lockState.html) and pin the pointer position at `(-1,-1)` whenever the cursor is locked. This behavior can be changed through the [Cursor Lock Behavior](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_cursorLockBehavior) property of the [InputSystemUIInputModule](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html). - -Multiple pointer Devices may feed input into a single UI input module. Also, in the case of [Touchscreen](../api/UnityEngine.InputSystem.Touchscreen.html), a single Device can have the ability to have multiple concurrent pointers (each finger contact is one pointer). - -Because multiple pointer Devices can feed into the same set of Actions, it is important to set the [action type](./RespondingToActions.md#action-types) to [PassThrough](../api/UnityEngine.InputSystem.InputActionType.html#UnityEngine_InputSystem_InputActionType_PassThrough). This ensures that no filtering is applied to input on these actions and that instead every input is relayed as is. - -From the perspective of [InputSystemUIInputModule](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html), each [InputDevice](../api/UnityEngine.InputSystem.InputDevice.html) that has one or more controls bound to one of the pointer-type actions is considered a unique pointer. Also, for each [Touchscreen](../api/UnityEngine.InputSystem.Touchscreen.html) devices, each separate [TouchControl](../api/UnityEngine.InputSystem.Controls.TouchControl.html) that has one or more of its controls bound to the those actions is considered its own unique pointer as well. Each pointer receives a unique [pointerId](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.PointerEventData.html#UnityEngine_EventSystems_PointerEventData_pointerId) which generally corresponds to the [deviceId](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_deviceId) of the pointer. However, for touch, this will be a combination of [deviceId](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_deviceId) and [touchId](../api/UnityEngine.InputSystem.Controls.TouchControl.html#UnityEngine_InputSystem_Controls_TouchControl_touchId). Use [ExtendedPointerEventData.touchId](../api/UnityEngine.InputSystem.UI.ExtendedPointerEventData.html#UnityEngine_InputSystem_UI_ExtendedPointerEventData_touchId) to find the ID for a touch event. - -You can influence how the input module deals with concurrent input from multiple pointers using the [Pointer Behavior](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_pointerBehavior) setting. - -|**Pointer Behavior**|**Description**| -|------------------|-----------| -|[Single Mouse or Pen But Multi Touch And Track](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_SingleMouseOrPenButMultiTouchAndTrack)|Behaves like [Single Unified Pointer](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_SingleUnifiedPointer) for all input that is not classified as touch or tracked input, and behaves like [All Pointers As Is](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_AllPointersAsIs) for tracked and touch input.<br><br>If concurrent input is received on a [Mouse](../api/UnityEngine.InputSystem.Mouse.html) and [`Pen`](../api/UnityEngine.InputSystem.Pen.html), for example, the input of both is fed into the same UI pointer instance. The position input of one will overwrite the position of the other.<br><br>Note that when input is received from touch or tracked devices, the single unified pointer for mice and pens is __removed__ including [IPointerExit](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.IPointerExitHandler.html) events being sent in case the mouse/pen cursor is currently hovering over objects.<br><br>This is the default behavior.| -|[Single Unified Pointer](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_SingleUnifiedPointer)|All pointer input is unified such that there is only ever a single pointer. This includes touch and tracked input. This means, for example, that regardless how many devices feed input into [Point](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_point), only the last such input in a frame will take effect and become the current UI pointer's position.| -|[All Pointers As Is](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_AllPointersAsIs)|The UI input module will not unify any pointer input. Any device, including touch and tracked devices that feed input pointer-type actions, will be its own pointer (or multiple pointers for touch input).<br><br>Note: This might mean that there will be an arbitrary number of pointers in the UI, and several objects might be pointed at concurrently.| - -If you bind a device to a pointer-type action such as [Left Click](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_leftClick) without also binding it to [Point](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_point), the UI input module will recognize the device as not being able to point and try to route its input into that of another pointer. For example, if you bind [Left Click](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_leftClick) to the `Space` key and [Point](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_point) to the position of the mouse, then pressing the space bar will result in a left click at the current position of the mouse. - -For pointer-type input (as well as for [tracked-type input](#tracked-type-input)), [InputSystemUIInputModule](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) will send [ExtendedPointerEventData](../api/UnityEngine.InputSystem.UI.ExtendedPointerEventData.html) instances which are an extended version of the base `PointerEventData`. These events contain additional data such as the [device](../api/UnityEngine.InputSystem.UI.ExtendedPointerEventData.html#UnityEngine_InputSystem_UI_ExtendedPointerEventData_device) and [pointer type](../api/UnityEngine.InputSystem.UI.ExtendedPointerEventData.html#UnityEngine_InputSystem_UI_ExtendedPointerEventData_pointerType) which the event has been generated from. - -#### Navigation-type input - -Navigation-type input controls the current selection based on motion read from the [move](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_move) action. Additionally, input from -[submit](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_submit) will trigger `ISubmitHandler` on the currently selected object and -[cancel](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_cancel) will trigger `ICancelHandler` on it. - -Unlike with [pointer-type](#pointer-type-input), where multiple pointer inputs may exist concurrently (think two touches or left- and right-hand tracked input), navigation-type input does not have multiple concurrent instances. In other words, only a single [move](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_move) vector and a single [submit](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_submit) and [cancel](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_cancel) input will be processed by the UI module each frame. However, these inputs need not necessarily come from one single Device always. Arbitrary many inputs can be bound to the respective actions. - -While, [move](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_move) should be set to [PassThrough](../api/UnityEngine.InputSystem.InputActionType.html#UnityEngine_InputSystem_InputActionType_PassThrough) Action type, it is important that [submit](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_submit) and -[cancel](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_cancel) be set to the [Button](../api/UnityEngine.InputSystem.InputActionType.html#UnityEngine_InputSystem_InputActionType_Button) Action type. - -Navigation input is non-positional, that is, unlike with pointer-type input, there is no screen position associcated with these actions. Rather, navigation actions always operate on the current selection. - -#### Tracked-type input - -Input from [tracked devices](../api/UnityEngine.InputSystem.TrackedDevice.html) such as [XR controllers](../api/UnityEngine.InputSystem.XR.XRController.html) and [HMDs](../api/UnityEngine.InputSystem.XR.XRHMD.html) essentially behaves like [pointer-type input](#pointer-type-input). The main difference is that the world-space device position and orientation sourced from [trackedDevicePosition](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_trackedDevicePosition) and [trackedDeviceOrientation](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_trackedDeviceOrientation) is translated into a screen-space position via raycasting. - -> **Important:** ->Because multiple tracked Devices can feed into the same set of Actions, it is important to set the [action type](./RespondingToActions.md#action-types) to [PassThrough](../api/UnityEngine.InputSystem.InputActionType.html#UnityEngine_InputSystem_InputActionType_PassThrough). This ensures that no filtering is applied to input on these actions and that instead every input is relayed as is. - -For this raycasting to work, you need to add [TrackedDeviceRaycaster](../api/UnityEngine.InputSystem.UI.TrackedDeviceRaycaster.html) to the `GameObject` that has the UI's `Canvas` component. This `GameObject` will usually have a `GraphicRaycaster` component which, however, only works for 2D screen-space raycasting. You can put [TrackedDeviceRaycaster](../api/UnityEngine.InputSystem.UI.TrackedDeviceRaycaster.html) alongside `GraphicRaycaster` and both can be enabled at the same time without advserse effect. - - - - - -Clicks on tracked devices do not differ from other [pointer-type input](#pointer-type-input). Therefore, actions such as [Left Click](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_leftClick) work for tracked devices just like they work for other pointers. - -### Other notes about the UI Input Module - -#### Upgrading from the Input Manager and the older Standalone Input Module - -The Unity UI (uGUI) package contains an older equivalent module called "**[Standalone Input Module](https://docs.unity3d.com/Manual/script-StandaloneInputModule.html)**" which performs the same kind of integration between the Unity UI and the legacy Input Manager system. - -If you have one of these older Standalone Input Module components on a GameObject in your project, and the Input System is installed, Unity displays a button in the Inspector offering to automatically replace it with the equivalent newer Input System UI Input Module for you. - -#### UI Input Module priority - -The UI Input Module component is not required with UI Toolkit in Unity 2023.2 and onwards. However, if you do use it, the settings on that component take priority over the UI settings in your project-wide actions. - -#### Technical details - -Input support for both [Unity UI](https://docs.unity3d.com/Manual/com.unity.ugui.html) and [UI Toolkit](https://docs.unity3d.com/Manual/UIElements.html) is based on the same [EventSystem](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/EventSystem.html) and [BaseInputModule](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/InputModules.html) subsystem. In other words, the same input setup based on [InputSystemUIInputModule](#setting-up-ui-input) supports input in either UI solution and nothing extra needs to be done. - -Internally, UI Toolkit installs an event listener in the form of the `PanelEventHandler` component which intercepts events that `InputSystemUIInputModule` sends and translates them into UI Toolkit-specific events that are then routed into the visual tree. If you employ `EventSystem.SetUITookitEventSystemOverride`, this default mechanism is bypassed. - ->**Note:** ->XR ([tracked-type input](#tracked-type-input)) is not yet supported in combination with UI Toolkit. This means that you cannot use devices such as VR controllers to operate interfaces created with UI Toolkit. - -There are some additional things worth noting: - -* UI Toolkit handles raycasting internally. No separate raycaster component is needed like for uGUI. This means that [TrackedDeviceRaycaster](../api/UnityEngine.InputSystem.UI.TrackedDeviceRaycaster.html) does not work together with UI Toolkit. -* A pointer click and a gamepad submit action are distinct at the event level in UI Toolkit. This means that if you, for example, do - ```CSharp - button.RegisterCallback<ClickEvent>(_ => ButtonWasClicked()); - ``` - the handler is not invoked when the button is "clicked" with the gamepad (a `NavigationSubmitEvent` and not a `ClickEvent`). If, however, you do - ```CSharp - button.clicked += () => ButtonWasClicked(); - ``` - the handle is invoked in both cases. - - - - -## Multiplayer UIs - -The Input System can also handle multiple separate UI instances on the screen controlled separately from different input Bindings. This is useful if you want to have multiple local players share a single screen with different controllers, so that every player can control their own UI instance. To allow this, you need to replace the [Event System](https://docs.unity3d.com/Manual/script-EventSystem.html) component from Unity with the Input System's [Multiplayer Event System](../api/UnityEngine.InputSystem.UI.MultiplayerEventSystem.html) component. - - - -Unlike the Event System component, you can have multiple Multiplayer Event Systems active in the Scene at the same time. That way, you can have multiple players, each with their own UI Input Module and Multiplayer Event System components, and each player can have their own set of Actions driving their own UI instance. If you are using the [Player Input](player-input-component.md) component, you can also set it to automatically configure the player's UI Input Module to use the player's Actions. See the documentation on [Player Input](player-input-component.md#ui-input) to learn how. - -The properties of the Multiplayer Event System component are identical to those from the Event System component. Additionally, the Multplayer Event System component adds a [Player Root](../api/UnityEngine.InputSystem.UI.MultiplayerEventSystem.html#UnityEngine_InputSystem_UI_MultiplayerEventSystem_playerRoot) property, which you can set to a GameObject that contains all the UI [selectables](https://docs.unity3d.com/Manual/script-Selectable.html) this event system should handle in its hierarchy. Mouse input that this event system processes then ignores any UI selectables which are not on any GameObject in the Hierarchy under [Player Root](../api/UnityEngine.InputSystem.UI.MultiplayerEventSystem.html#UnityEngine_InputSystem_UI_MultiplayerEventSystem_playerRoot). - -## Virtual mouse cursor control - -If your application uses gamepads and joysticks as an input, you can use the [navigation Actions](#navigation-type-input) to operate the UI. However, it usually involves extra work to make the UI work well with navigation. An alternative way to operate the UI is to allow gamepads and joysticks to drive the cursor from a "virtual mouse cursor". - -The Input System package provides a **Virtual Mouse** component for this purpose. - -> **Note**: This component is only compatible with the [Unity UI](https://docs.unity3d.com/Manual/com.unity.ugui.html) (uGUI) system, and not UI Toolkit. - -To see an example of the Virtual Mouse in a project, see the [Gamepad Mouse Cursor sample](Installation.md#installing-samples) included with the Input System package. - -### Using the Virtual Mouse component - -To set up the Virtual Mouse component with the Unity UI system: - -1. Create a UI GameObject with an **Image** component. This GameObject is the mouse pointer. It can help to rename it "_Pointer_". -2. Parent the pointer GameObject as a child of your **Canvas** GameObject that contains the UI which the cursor should operate on. -3. Set the anchor position of the GameObject's `RectTransform` to the bottom left. -4. Ensure your pointer GameObject is the last child of the Canvas so that the cursor draws on top of everything else. -5. Add a **Virtual Mouse** component to the GameObject. -6. Drag the **Image** component of the pointer GameObject into the **Cursor Graphic** field of the Virtual Mouse component. -7. Drag the **Rect Transform** component of the pointer GameObject to the **Cursor Transform** field of the Virtual Mouse component. -8. If you want the virtual mouse to control the system mouse cursor, set [Cursor Mode](../api/UnityEngine.InputSystem.UI.VirtualMouseInput.html#UnityEngine_InputSystem_UI_VirtualMouseInput_cursorMode) to **Hardware Cursor If Available**. In this mode, the **Cursor Graphic** is hidden when a system mouse is present and you use [Mouse.WarpCursorPosition](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_WarpCursorPosition_UnityEngine_Vector2_) to move the system mouse cursor instead of the software cursor. The transform linked through **Cursor Transform** is not updated in that case. -9. To configure the input to drive the virtual mouse, either add bindings on the various actions (such as **Stick Action**), or enable **Use Reference** and link existing actions from an Input Actions asset. - -> **Important:** -> Make sure the UI Input Module component on the UI's **Event System** does not receive navigation input from the same devices that feed into the Virtual Mouse component. If, for example, the Virtual Mouse component is set up 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. - - - -At runtime, the component adds a virtual [Mouse](../api/UnityEngine.InputSystem.Mouse.html) device which the [InputSystemUIInputModule](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) component picks up. The controls of the `Mouse` are fed input based on the actions configured on the [VirtualMouseInput](../api/UnityEngine.InputSystem.UI.VirtualMouseInput.html) component. - -Note that the resulting [Mouse](../api/UnityEngine.InputSystem.Mouse.html) input is visible in all code that picks up input from the mouse device. You can therefore use the component for mouse simulation elsewhere, not just with [InputSystemUIInputModule](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html). - -> **Note**: -> Do not set up gamepads and joysticks for [navigation input](#navigation-type-input) while using the Virtual Mouse component. If both the Virtual Mouse component and navigation are configured, input is triggered twice: once via the pointer input path, and once via the navigation input path. If you encounter problems such as where buttons are pressed twice, this is likely the problem. - -## Distinguishing between UI and game input - -UI in Unity receives input through the same mechanisms as the input for the rest of your game or app. There is no automatic mechanism that implicitly ensures that if a certain input – such as a click – is consumed by the UI, it is not also received by your gameplay code. - -This can create ambiguities between, for example, code that responds to [`UI.Button.onClick`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.UI.Button.html#UnityEngine_UI_Button_onClick) and code that responds to [`InputAction.performed`](../api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_performed) of an Action bound to `<Mouse>/leftButton`. - -Whether such ambiguities exist depends on *how* UIs are used. For example, you can avoid ambiguities by implementing your UI in one of the following ways: - -* All interaction is performed through UI elements. A 2D/3D scene is rendered in the background but all interaction is performed through UI events (including those such as 'background' clicks on the `Canvas`). -* UI is overlaid over a 2D/3D scene but the UI elements cannot be interacted with directly. -* UI is overlaid over a 2D/3D scene but there is a clear "mode" switch that determines if interaction is picked up by UI or by the game. For example, a first-person game on desktop may employ a [cursor lock](https://docs.unity3d.com/ScriptReference/Cursor-lockState.html) and direct input to the game while it is engaged whereas it may leave all interaction to the UI while the lock is not engaged. - -When ambiguities arise, they do so differently for [pointer-type](#pointer-type-input) and [navigation-type](#navigation-type-input). - ->[!NOTE] ->A sample called "**UI vs Game Input**" is provided with the package and can be installed from the Unity Package Manager UI in the editor. The sample demonstrates how to deal with a situation where ambiguities arise between inputs for UI and inputs for the game. - -### Handling ambiguities for pointer-type input - -Input from pointers (mice, touchscreens, pens) can be ambiguous depending on whether or not the pointer is over a UI element when initiating an interaction. For example, if there is a button on screen, then clicking on the button may lead to a different outcome than clicking outside of the button and within the game scene. - -If all pointer input is handled via UI events, no ambiguities arise as the UI will implicitly route input to the respective receiver. If, however, input within the UI is handled via UI events and input in the game is handled via [Actions](./actions.md), pointer input will by default lead to *both* being triggered. - -The easiest way to resolve such ambiguities is to respond to in-game actions by [polling](RespondingToActions.md#polling-actions) from inside [`MonoBehaviour.Update`](https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html) methods and using [`EventSystem.IsPointerOverGameObject`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.EventSystem.html?q=ispointerovergameobject#UnityEngine_EventSystems_EventSystem_IsPointerOverGameObject) to find out whether the pointer is over UI or not. Another way is to use [`EventSystem.RaycastAll`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.EventSystem.html?q=ispointerovergameobj#UnityEngine_EventSystems_EventSystem_RaycastAll_UnityEngine_EventSystems_PointerEventData_System_Collections_Generic_List_UnityEngine_EventSystems_RaycastResult__) to determine if the pointer is currently over UI. - ->[!NOTE] ->Calling [`EventSystem.IsPointerOverGameObject`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.EventSystem.html?q=ispointerovergameobject#UnityEngine_EventSystems_EventSystem_IsPointerOverGameObject) from within [`InputAction`](../api/UnityEngine.InputSystem.InputAction.html) callbacks such as [`InputAction.performed`](../api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_performed) will lead to a warning. The UI updates separately *after* input processing and UI state thus corresponds to that of the *last* frame/update while input is being processed. - -### Handling ambiguities for navigation-type input - -Ambiguities for navigation-type Devices such as gamepads and joysticks (but also keyboards) cannot arise the same way that it does for pointers. Instead, your application has to decide explicitly whether to use input for the UI's `Move`, `Submit`, and `Cancel` inputs or for the game. This can be done by either splitting control on a Device or by having an explicit mode switch. - -Splitting input on a Device is done by simply using certain controls for operating the UI while using others to operate the game. For example, you could use the d-pad on gamepads to operate UI selection while using the sticks for in-game character control. This setup requires adjusting the bindings used by the UI Actions accordingly. - -An explicit mode switch is implemented by temporarily switching to UI control while suspending in-game Actions. For example, the left trigger on the gamepad could bring up an item selection wheel which then puts the game in a mode where the sticks are controlling UI selection, the A button confirms the selection, and the B button closes the item selection wheel. No ambiguities arise as in-game actions will not respond while the UI is in the "foreground". - - - -## Immediate Mode GUI - -The Input System package does not support [Immediate Mode GUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html) (IMGUI) methods at runtime. - -However, if you need to use IMGUI for your UI, it is possible to use legacy Input Manager input for your IMGUI user interface, while also using the Input System package for your in-game input. - -When the Editor's [**Active Input Handling**](https://docs.unity3d.com/Manual/class-PlayerSettings.html) setting is set to "**Input System Package**" (which is the default, when using the Input System package), the `OnGUI` methods in your player code won't receive any input events. - -To restore functionality to runtime `OnGUI` methods, you can change the **Active Input Handling** setting to "**Both**". Doing this means that Unity processes the input twice which could introduce a small performance impact. - -This only affects runtime (play mode) OnGUI methods. Editor GUI code is unaffected and will receive input events regardless. diff --git a/Packages/com.unity.inputsystem/Documentation~/access-ui-input-module.md b/Packages/com.unity.inputsystem/Documentation~/access-ui-input-module.md new file mode 100644 index 0000000000..61480114ea --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/access-ui-input-module.md @@ -0,0 +1,13 @@ +# Access the UI Input Module component + +The UI Input Module is a component that passes input actions from the Input System to the UI in your scene. + +You must add the UI Input Module to a GameObject in your scene, so that the UI can receive input from the Input System. To do this: + +1. Create a new empty GameObject +2. Click [**Add Component**](https://docs.unity3d.com/Manual/UsingComponents.html) in the Inspector +3. In the search field displayed, type `Input System UI Input Module` +4. Select **Input System UI Input Module** to add it to the GameObject. + + + \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/compatibility.md b/Packages/com.unity.inputsystem/Documentation~/compatibility.md deleted file mode 100644 index 6176c80a70..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/compatibility.md +++ /dev/null @@ -1 +0,0 @@ -# Compatibility diff --git a/Packages/com.unity.inputsystem/Documentation~/configure-multiplayer-ui-input.md b/Packages/com.unity.inputsystem/Documentation~/configure-multiplayer-ui-input.md new file mode 100644 index 0000000000..a00c42425d --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/configure-multiplayer-ui-input.md @@ -0,0 +1,14 @@ +# Configure multiplayer UI input + +To enable multiplayer UI input: + +1. Replace the project’s [Event System](https://docs.unity3d.com/Manual/script-EventSystem.html) component with the Input System's [Multiplayer Event System](../api/UnityEngine.InputSystem.UI.MultiplayerEventSystem.html) component. + + +For information on how to automatically configure the player's UI Input Module to use actions from the [Player Input](player-input-component.md) component, refer to documentation on [Player Input: UI Input](player-input-component.md#ui-input) to learn how. + +To define mouse UI input behaviour for a Multiplayer Event System: + +1. Create an empty GameObject. +1. In the Multiplayer Event System, set **Player Root** to the new GameObject. +1. For any UI selectables that you want the Multiplayer Event System to interact with, move their GameObjects in the hierarchy so that they are child GameObjects of the **Player Root** GameObject. diff --git a/Packages/com.unity.inputsystem/Documentation~/configure-ui-input-action-map.md b/Packages/com.unity.inputsystem/Documentation~/configure-ui-input-action-map.md new file mode 100644 index 0000000000..858f71d450 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/configure-ui-input-action-map.md @@ -0,0 +1,36 @@ +# Configure the UI input action map + +The default [project-wide actions asset](./about-project-wide-actions.md) comes with a built-in action map named **UI**, which contains all the actions required for UI interaction. To configure the bindings for these actions, use the [Actions Editor](./actions-editor.md). + +To open the UI action map: + +1. Go to **Project Settings > Input System Package** +1. In the **Action Maps** column, select **UI**. + + + +The default [project-wide actions asset](./about-project-wide-actions.md) comes with all the required actions to be compatible with UI Toolkit and Unity UI. + +## Modify UI input actions + +You can modify, add, or remove bindings to the named actions in the UI action map to suit your project. However, to remain compatible with UI Toolkit, you must not change: + +* The name of the action map (**UI**) +* The names of the actions it contains +* Their respective **Action Types**. + +To see the specific actions and types that the [UI Input Module](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) class expects, refer to the [UI action map reference](ui-action-map-reference). + +## Reset the UI action map + +>[!IMPORTANT] +>These instructions reset both the UI action map and the Player action map to their default bindings. + +To reset the UI action map to its default bindings: + +1. Open the **More (⋮)** menu, at the top-right of the Input Actions Editor window. +1. Select **Reset**. + +To restore functionality to runtime `OnGUI` methods, you can change the **Active Input Handling** setting to **Both**. Doing this means that Unity processes the input twice, which could introduce a small performance impact. + +This only affects runtime (play mode) `OnGUI` methods. Editor GUI code is unaffected and continues to receive input events. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/configure-virtual-mouse-input.md b/Packages/com.unity.inputsystem/Documentation~/configure-virtual-mouse-input.md new file mode 100644 index 0000000000..082ac08c7d --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/configure-virtual-mouse-input.md @@ -0,0 +1,27 @@ +# Configure a Virtual Mouse for UI input +To configure the Virtual Mouse component with the Unity UI system: + +1. Create a UI GameObject with an **Image** component. This GameObject is the mouse pointer. It can help to rename it "_Pointer_". +2. Parent the pointer GameObject as a child of your **Canvas** GameObject that contains the UI which the cursor should operate on. +3. Set the anchor position of the GameObject's `RectTransform` to the bottom left. +4. Ensure your pointer GameObject is the last child of the Canvas so that the cursor draws on top of everything else. +5. Add a **Virtual Mouse** component to the GameObject. +6. Drag the **Image** component of the pointer GameObject into the **Cursor Graphic** field of the Virtual Mouse component. +7. Drag the **Rect Transform** component of the pointer GameObject to the **Cursor Transform** field of the Virtual Mouse component. + +>[!NOTE] +> 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. + +## Control the virtual mouse via the Input System + +To configure the input to drive the virtual mouse, do one of the following: + +* Add bindings on the various actions (such as **Stick Action**). +* Enable **Use Reference** and link existing actions from an input actions asset. + +## Control the system mouse cursor with the virtual mouse + +To set the virtual mouse to control the system mouse cursor: +1. Set [Cursor Mode](../api/UnityEngine.InputSystem.UI.VirtualMouseInput.html#UnityEngine_InputSystem_UI_VirtualMouseInput_cursorMode) to **Hardware Cursor If Available**. + +In this mode, the **Cursor Graphic** is hidden when a system mouse is present, and you use [Mouse.WarpCursorPosition](../api/UnityEngine.InputSystem.Mouse.html#UnityEngine_InputSystem_Mouse_WarpCursorPosition_UnityEngine_Vector2_) to move the system mouse cursor instead of the software cursor. The transform linked through **Cursor Transform** is not updated. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/create-custom-on-screen-control.md b/Packages/com.unity.inputsystem/Documentation~/create-custom-on-screen-control.md index 0abaa297a8..e381036a08 100644 --- a/Packages/com.unity.inputsystem/Documentation~/create-custom-on-screen-control.md +++ b/Packages/com.unity.inputsystem/Documentation~/create-custom-on-screen-control.md @@ -1 +1,31 @@ -# Create a custom on-screen control +# Create a custom on-screen control + +To create custom [input controls](Controls.md), you can extend [`OnScreenControl`](../api/UnityEngine.InputSystem.OnScreen.OnScreenControl.html). + +The following sample demonstrates one way to do this: + +```CSharp + [AddComponentMenu("Input/On-Screen Button")] + public class OnScreenButton : OnScreenControl, IPointerDownHandler, IPointerUpHandler + { + public void OnPointerUp(PointerEventData data) + { + SendValueToControl(0.0f); + } + + public void OnPointerDown(PointerEventData data) + { + SendValueToControl(1.0f); + } + + [InputControl(layout = "Button")] + [SerializeField] + private string m_ControlPath; + + protected override string controlPathInternal + { + get => m_ControlPath; + set => m_ControlPath = value; + } + } +``` \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/create-on-screen-button-control.md b/Packages/com.unity.inputsystem/Documentation~/create-on-screen-button-control.md new file mode 100644 index 0000000000..23a66b736b --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/create-on-screen-button-control.md @@ -0,0 +1,11 @@ +# Create an on-screen button control + +To create an on-screen button: + +1. Add a UI `Button` object. +2. Add the [`OnScreenButton`](../api/UnityEngine.InputSystem.OnScreen.OnScreenButton.html) component to it. +3. Set the [controlPath](../api/UnityEngine.InputSystem.OnScreen.OnScreenControl.html#UnityEngine_InputSystem_OnScreen_OnScreenControl_controlPath) to refer to a [`ButtonControl`](../api/UnityEngine.InputSystem.Controls.ButtonControl.html) (for example, `<Gamepad>/buttonSouth`). The type of device referenced by the control path determines the type of virtual device created by the component. + + + +The [`OnScreenButton`](../api/UnityEngine.InputSystem.OnScreen.OnScreenButton.html) component requires the target control to be a `Button` control. [`OnScreenButton`](../api/UnityEngine.InputSystem.OnScreen.OnScreenButton.html) 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. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/create-on-screen-button.md b/Packages/com.unity.inputsystem/Documentation~/create-on-screen-button.md deleted file mode 100644 index 514b837c85..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/create-on-screen-button.md +++ /dev/null @@ -1 +0,0 @@ -# Create an on-screen button diff --git a/Packages/com.unity.inputsystem/Documentation~/create-on-screen-stick-control.md b/Packages/com.unity.inputsystem/Documentation~/create-on-screen-stick-control.md new file mode 100644 index 0000000000..be73a5356f --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/create-on-screen-stick-control.md @@ -0,0 +1,32 @@ +# Create an on-screen stick control + +To create an on-screen stick: + +1. Create a UI `Image` object. +2. Add the [`OnScreenStick`](../api/UnityEngine.InputSystem.OnScreen.OnScreenStick.html) component to it. +3. Set the [`controlPath`](../api/UnityEngine.InputSystem.OnScreen.OnScreenControl.html#UnityEngine_InputSystem_OnScreen_OnScreenControl_controlPath) to refer to a [`Vector2Control`](../api/UnityEngine.InputSystem.Controls.Vector2Control.html) (for example, `<Gamepad>/leftStick`). The type of device referenced by the control path determines the type of virtual device created by the component. + + + +The [`OnScreenStick`](../api/UnityEngine.InputSystem.OnScreen.OnScreenStick.html) component requires the target control to be a `Vector2` control. [`OnScreenStick`](../api/UnityEngine.InputSystem.OnScreen.OnScreenStick.html) starts the movement of the stick control when it receives a pointer-down (`IPointerDownHandler.OnPointerDown`) event, and stops it when it receives a pointer-up (`IPointerUpHandler.OnPointerUp`) event. + +In-between, the stick moves according to the pointer being dragged (`IDragHandler.OnDrag`) within a box centered on the pointer-down screen point, and with an edge length defined in the component's __Movement Range__ property. A movement range of 50, for example, means that the stick's on-screen area is 25 pixels up, down, left, and right of the pointer-down point on screen. + +If you want to be notified when the user starts and/or stops touching the on-screen stick, implement `IPointerDownHandler` and/or `IPointerUpHandler` on a component and add it to the stick `GameObject`. + +## Isolate stick controls + +The [`OnScreenStick`](../api/UnityEngine.InputSystem.OnScreen.OnScreenStick.html) simulates input events from the device specified in the [`OnScreenControl.control`](../api/UnityEngine.InputSystem.OnScreen.OnScreenControl.html#UnityEngine_InputSystem_OnScreen_OnScreenControl_control) property. To the Input System itself, these are normal events and can cause the paired device to change in games and applications where dynamic device switching is used, for example when the [`PlayerInput`](../api/UnityEngine.InputSystem.PlayerInput.html) component is used with the [`PlayerInput.neverAutoSwitchControlSchemes`](../api/UnityEngine.InputSystem.PlayerInput.html#UnityEngine_InputSystem_PlayerInput_neverAutoSwitchControlSchemes) propety set to false. As the stick is dragged around, the paired device will alternate between the device that owns the pointer (mouse, touch, pen etc) and the device from the control path, which can result in jittery movement of the on-screen stick. + +To fix this, enable **Use Isolated Input Actions**. This mode uses a local set of input action instances to drive interaction with the stick, and not the actions defined in the UI. The downside of this mode is that pointer actions will be duplicated in both the on-screen stick component and any input action assets being used to drive the UI. Note that if a set of bindings is not specified for the Pointer Down action and Pointer Move actions, the following defaults will be used: + +* Pointer Down action + - `<Mouse>/leftButton` + - `<Pen>/tip` + - `<Touchscreen>/touch*/press` + - `<XRController>/trigger` + +* Pointer Move action + - `<Mouse>/position` + - `<Pen>/position` + - `<Touchscreen>/touch*/position` \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/create-on-screen-stick.md b/Packages/com.unity.inputsystem/Documentation~/create-on-screen-stick.md deleted file mode 100644 index 3844e2cb1e..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/create-on-screen-stick.md +++ /dev/null @@ -1 +0,0 @@ -# Create an on-screen stick diff --git a/Packages/com.unity.inputsystem/Documentation~/default-ui-actions.md b/Packages/com.unity.inputsystem/Documentation~/default-ui-actions.md deleted file mode 100644 index 2962ebadcf..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/default-ui-actions.md +++ /dev/null @@ -1 +0,0 @@ -# Default UI Actions diff --git a/Packages/com.unity.inputsystem/Documentation~/distinguish-between-ui-game-input.md b/Packages/com.unity.inputsystem/Documentation~/distinguish-between-ui-game-input.md deleted file mode 100644 index 5fca76ba6d..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/distinguish-between-ui-game-input.md +++ /dev/null @@ -1 +0,0 @@ -# Distinguish between UI and Game Input diff --git a/Packages/com.unity.inputsystem/Documentation~/handle-ambiguities-for-naviagtion-type-input.md b/Packages/com.unity.inputsystem/Documentation~/handle-ambiguities-for-naviagtion-type-input.md deleted file mode 100644 index 3efc5b5540..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/handle-ambiguities-for-naviagtion-type-input.md +++ /dev/null @@ -1 +0,0 @@ -# Handle ambiguities for naviagtion-type input diff --git a/Packages/com.unity.inputsystem/Documentation~/handle-ambiguities-for-pointer-type-input.md b/Packages/com.unity.inputsystem/Documentation~/handle-ambiguities-for-pointer-type-input.md deleted file mode 100644 index 6da54fa3d9..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/handle-ambiguities-for-pointer-type-input.md +++ /dev/null @@ -1 +0,0 @@ -# Handle ambiguities for pointer-type input diff --git a/Packages/com.unity.inputsystem/Documentation~/handling-input-target-ambiguity.md b/Packages/com.unity.inputsystem/Documentation~/handling-input-target-ambiguity.md new file mode 100644 index 0000000000..d0ce95ea5f --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/handling-input-target-ambiguity.md @@ -0,0 +1,41 @@ +# Handling input target ambiguity + +Understand how to manage ambiguities between input for your application's user interface (UI), and input for other parts of your application. + +>[!NOTE] +>The Input System package includes a sample project called "**UI vs Game Input**". The sample demonstrates how to deal with ambiguities between inputs for UI and inputs for the game. + +## How Unity processes UI input + +Unity processes UI input through the same mechanisms as the input for the rest of your application. There's no automatic mechanism that prevents the UI and the rest of your code from consuming the same input (such as a mouse click). + +## Strategies for avoiding ambiguity + +Ambiguities can appear between, for example, code that responds to [`UI.Button.onClick`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.UI.Button.html#UnityEngine_UI_Button_onClick) and code that responds to [`InputAction.performed`](../api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_performed) for an action bound to `<Mouse>/leftButton`. + +Whether such ambiguities exist depends on how you implement the UI and the UI input. The following UI implementation strategies are examples of how you can avoid these ambiguities: + +* Perform all interaction through UI elements. Render a scene in the background, but perform all interaction through UI events (including those such as 'background' clicks on the `Canvas`). +* Place UI over a 2D/3D scene, but don’t let the user directly interact with the UI. +* Place UI over a 2D/3D scene, but create a clear "mode" switch that determines whether interaction applies to the UI or the scene. For example, a first-person game on desktop might employ a [cursor lock](https://docs.unity3d.com/ScriptReference/Cursor-lockState.html) which directs input to the game when it is engaged, and to the UI when it is not engaged. + +There are also specific ambiguities that can arise for [pointer input](supported-ui-input-types-pointer.md) and [navigation input](supported-ui-input-types-navigation.md). + +## Handling pointer input ambiguities + +Input from pointers (mice, touchscreens, pens) can be ambiguous depending on whether or not the pointer is over a UI element when initiating an interaction. For example, if there is a button on screen, then clicking on the button may lead to a different outcome than clicking outside of the button and within the game scene. + +If all pointer input is handled via UI events, no ambiguities arise as the UI will implicitly route input to the respective receiver. If, however, input within the UI is handled via UI events and input in the game is handled via [actions](./actions.md), pointer input will by default lead to *both* being triggered. + +The easiest way to resolve such ambiguities is to respond to in-game actions by [polling](RespondingToActions.md#polling-actions) from inside [`MonoBehaviour.Update`](https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html) methods and using [`EventSystem.IsPointerOverGameObject`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.EventSystem.html?q=ispointerovergameobject#UnityEngine_EventSystems_EventSystem_IsPointerOverGameObject) to find out whether the pointer is over UI or not. Another way is to use [`EventSystem.RaycastAll`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.EventSystem.html?q=ispointerovergameobj#UnityEngine_EventSystems_EventSystem_RaycastAll_UnityEngine_EventSystems_PointerEventData_System_Collections_Generic_List_UnityEngine_EventSystems_RaycastResult__) to determine if the pointer is currently over UI. + +>[!NOTE] +>Calling [`EventSystem.IsPointerOverGameObject`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.EventSystem.html?q=ispointerovergameobject#UnityEngine_EventSystems_EventSystem_IsPointerOverGameObject) from within [`InputAction`](../api/UnityEngine.InputSystem.InputAction.html) callbacks such as [`InputAction.performed`](../api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_performed) lead to a warning. The UI updates separately after input processing, so UI state corresponds to that of the last frame/update while input is being processed. + +## Handling navigation input ambiguities + +For navigation-type devices such as gamepads, joysticks, and keyboards, you must decide explicitly whether to use input for the UI's `Move`, `Submit`, and `Cancel` inputs or for the game. This can be done by either splitting control on a device or by having an explicit mode switch. + +Splitting input on a device is done by simply using certain controls for operating the UI while using others to operate the game. For example, you could use the d-pad on gamepads to operate UI selection while using the sticks for in-game character control. This setup requires adjusting the bindings used by the UI actions accordingly. + +An explicit mode switch is implemented by temporarily switching to UI control while suspending in-game actions. For example, the left trigger on the gamepad could bring up an item selection wheel which then puts the game in a mode where the sticks are controlling UI selection, the A button confirms the selection, and the B button closes the item selection wheel. No ambiguities arise as in-game actions will not respond while the UI is in the "foreground". \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/immediate-mode-gui.md b/Packages/com.unity.inputsystem/Documentation~/immediate-mode-gui.md deleted file mode 100644 index a24686ab01..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/immediate-mode-gui.md +++ /dev/null @@ -1 +0,0 @@ -# Immediate Mode GUI diff --git a/Packages/com.unity.inputsystem/Documentation~/introduction-multiplayer-ui-input.md b/Packages/com.unity.inputsystem/Documentation~/introduction-multiplayer-ui-input.md new file mode 100644 index 0000000000..4137fbc3cb --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/introduction-multiplayer-ui-input.md @@ -0,0 +1,11 @@ +# Introduction to multiplayer UI input + +The Input System can handle multiple separate UI instances on the screen controlled separately by different [bindings](action-bindings.md). This is useful if you want to have multiple local players share a single screen with different controllers, so that every player can control their own UI instance. + +To implement multiplayer UI, the Input System uses the Multiplayer Event System. + + + +You can have multiple Multiplayer Event Systems active in the Scene at the same time. This means you can have multiple players, each with their own [UI Input Module](using-ui-input-module.md) and Multiplayer Event System components, and each player can have their own set of actions driving their own UI instance. + +The properties of the Multiplayer Event System component are mostly identical to those in the [Event System](https://docs.unity3d.com/Manual/script-EventSystem.html) component. However, the Multiplayer Event System component also has a [Player Root](../api/UnityEngine.InputSystem.UI.MultiplayerEventSystem.html#UnityEngine_InputSystem_UI_MultiplayerEventSystem_playerRoot) property, which defines a parent GameObject for UI [selectables](https://docs.unity3d.com/Manual/script-Selectable.html). When each player has a Multiplayer Event System with a **Player** Root assigned, UI navigation input for each player is limited to UI selectables that are child GameObjects of the Player Root. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/introduction-on-screen-controls.md b/Packages/com.unity.inputsystem/Documentation~/introduction-on-screen-controls.md new file mode 100644 index 0000000000..6e29af12c7 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/introduction-on-screen-controls.md @@ -0,0 +1,27 @@ +--- +uid: input-system-on-screen +--- +# Introduction to on-screen controls + +You can use on-screen controls to simulate Input Devices with UI widgets that the user interacts with on the screen. The most prominent example is the use of stick and button widgets on touchscreens to emulate a joystick or gamepad. + +There are two built-in on-screen control types: + +* [On-screen buttons](create-on-screen-button-control.md) +* [On-screen sticks](create-on-screen-stick-control.md) + +You can implement custom controls by extending the base [`OnScreenControl`](../api/UnityEngine.InputSystem.OnScreen.OnScreenControl.html) class (see documentation on [writing custom on screen controls](create-custom-on-screen-control.md) to learn more). + +>[!NOTE] +>On-screen controls don't have a predefined visual representation. It's up to you to set up the visual aspect of a control (for example, by adding a sprite or UI component to the GameObject). On-screen controls take care of the interaction logic and of setting up and generating input from interactions. + +Each on-screen control uses a [control path](Controls.md#control-paths) to reference the control that it should report input as. For example, the following on-screen button reports input as the right shoulder button of a gamepad: + + + +The collection of on-screen controls present in a Scene forms one or more [input devices](Devices.md). The Input System creates one input Device for each distinct type of device the controls reference. For example, if one on-screen button references `<Gamepad>/buttonSouth` and another on-screen button references `<Keyboard>/a`, the Input System creates both a `Gamepad` and a `Keyboard`. This happens automatically when the components are enabled. When disabled, the Input System automatically removes the devices again. + +To query the control (and, implicitly, the device) that an on-screen control feeds into, you can use the [`OnScreenControl.control`](../api/UnityEngine.InputSystem.OnScreen.OnScreenControl.html#UnityEngine_InputSystem_OnScreen_OnScreenControl_control) property. + +>[!NOTE] +>This design allows you to use on-screen controls to create input for arbitrary input devices, in addition to joysticks and gamepads. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/introduction-ui-input-module.md b/Packages/com.unity.inputsystem/Documentation~/introduction-ui-input-module.md new file mode 100644 index 0000000000..9b93a83680 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/introduction-ui-input-module.md @@ -0,0 +1,14 @@ +# Introduction to the UI Input Module + +The UI Input Module passes actions from your Input System to your UI, alongside some other UI-related input settings. + +You must use the **UI Input Module** when working with Unity UI (uGUI), or when using UI Toolkit in versions of Unity prior to Unity 2023.2. + +You don't need to specify to the UI Input Module which UI system you are using. Input support for both [Unity UI](https://docs.unity3d.com/Manual/com.unity.ugui.html) and [UI Toolkit](https://docs.unity3d.com/Manual/UIElements.html) is based on the same [Event System](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/EventSystem.html) and [BaseInputModule](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/InputModules.html) subsystem. + +The UI Input module is implemented in the class [`InputSystemUIInputModule`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html). + +## Input priority + +If you have an instance of the [Input System UI Input Module](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) component in your scene, the settings on that component takes priority and are used instead of the UI settings in your project-wide actions. The UI action map is enabled, along with the default action map specified on any UI Input Module component in the scene. + diff --git a/Packages/com.unity.inputsystem/Documentation~/introduction-virtual-mouse.md b/Packages/com.unity.inputsystem/Documentation~/introduction-virtual-mouse.md new file mode 100644 index 0000000000..84b04f4684 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/introduction-virtual-mouse.md @@ -0,0 +1,11 @@ +# Introduction to Virtual Mouse for UI cursor control + +If your application uses gamepads and joysticks as an input, you can use [navigation input actions](supported-ui-input-types-navigation.md) to operate the UI. However, it usually involves extra work to make the UI work well with navigation. + +An alternative way to operate the UI is to allow gamepads and joysticks to drive the cursor from a virtual mouse. The Input System package provides a **Virtual Mouse** component for this purpose. + +At runtime, the component adds a virtual [Mouse](../api/UnityEngine.InputSystem.Mouse.html) device which the [InputSystemUIInputModule](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) component picks up. The controls of the `Mouse` are fed input based on the actions configured on the [VirtualMouseInput](../api/UnityEngine.InputSystem.UI.VirtualMouseInput.html) component. + +Note that the resulting [Mouse](../api/UnityEngine.InputSystem.Mouse.html) input is visible in all code that picks up input from the mouse device. You can therefore use the component for mouse simulation elsewhere, not just with [InputSystemUIInputModule](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html). + +To see an example of the Virtual Mouse in a project, see the [Gamepad Mouse Cursor sample](Installation.md#installing-samples) included with the Input System package. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/multiplayer-event-system-component-input.md b/Packages/com.unity.inputsystem/Documentation~/multiplayer-event-system-component-input.md new file mode 100644 index 0000000000..a4b5450daf --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/multiplayer-event-system-component-input.md @@ -0,0 +1,13 @@ +## Multiplayer Event System component reference + +Use the Multiplayer Event System component to configure input for a specific user in a multiplayer application. + +<!--Note - First Selected, Send Navigation Events, and Drag Threshold are inherited from EventSystem. We should document these here, and I've re-used the EventSystem descriptions, but they don't make much sense, and I can't find further information to build them out!--> + +|**Property**|**Description**| +|--------|-----------| +**First Selected**| Define which GameObject is selected first. | +|**Send Navigation Events**| Define whether the Event System should send navigation events such as move, submit, and cancel. | +|**Drag Threshold**| Define the soft area for dragging in pixels. | +|**Player Root**| Define which part of the hierarchy belongs to the current user. | +|**Add Default Input Modules**| Add the default Input System components to the same GameObject as this Multiplayer Event System component.| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/multiplayer-ui-input.md b/Packages/com.unity.inputsystem/Documentation~/multiplayer-ui-input.md new file mode 100644 index 0000000000..b10d917bd2 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/multiplayer-ui-input.md @@ -0,0 +1,8 @@ +# Multiplayer UI input + +Configure multiple UI instances, so that multiple players can share a single screen and individually interact with the UI. + +| **Topic** | **Description** | +| :------------------------------ | :------------------------------- | +|**[Introduction to multiplayer UI input](introduction-multiplayer-ui-input.md)**|Assign players a Multiplayer Event System so that each player has their own UI input scheme.| +|**[Configure multiplayer UI input](configure-multiplayer-ui-input.md)**|Configure the Multiplayer Event System component and set up automatic input detection.| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/multiplayer-ui.md b/Packages/com.unity.inputsystem/Documentation~/multiplayer-ui.md deleted file mode 100644 index aeb3a45dae..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/multiplayer-ui.md +++ /dev/null @@ -1 +0,0 @@ -# Multiplayer UI diff --git a/Packages/com.unity.inputsystem/Documentation~/notes-about-ui-input-module.md b/Packages/com.unity.inputsystem/Documentation~/notes-about-ui-input-module.md deleted file mode 100644 index bc5644a3bc..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/notes-about-ui-input-module.md +++ /dev/null @@ -1 +0,0 @@ -# Notes about UI Input Module diff --git a/Packages/com.unity.inputsystem/Documentation~/on-screen-controls.md b/Packages/com.unity.inputsystem/Documentation~/on-screen-controls.md index 09648d96cb..1b6b43e813 100644 --- a/Packages/com.unity.inputsystem/Documentation~/on-screen-controls.md +++ b/Packages/com.unity.inputsystem/Documentation~/on-screen-controls.md @@ -1 +1,13 @@ -# On-screen Controls +--- +uid: input-system-on-screen +--- +# On-screen controls + +Simulate input devices with UI widgets that the user interacts with on the screen. + +| **Topic** | **Description** | +| :------------------------------ | :------------------------------- | +|**[Introduction to on-screen controls](introduction-on-screen-controls.md)**| Simulate buttons, sticks, and custom inputs with on-screen controls. | +|**[Create an on-screen button control](create-on-screen-button-control.md)**| Create and configure simulated on-screen button controls.| +|**[Create an on-screen stick control](create-on-screen-stick-control.md)**| Create and configure simulated on-screen stick controls.| +|**[Create a custom on-screen control](create-custom-on-screen-control.md)**| Create and configure custom simulated on-screen controls.| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/send-input-to-ui.md b/Packages/com.unity.inputsystem/Documentation~/send-input-to-ui.md deleted file mode 100644 index fd18c85b77..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/send-input-to-ui.md +++ /dev/null @@ -1 +0,0 @@ -# Send input to your UI diff --git a/Packages/com.unity.inputsystem/Documentation~/set-up-ui-actions.md b/Packages/com.unity.inputsystem/Documentation~/set-up-ui-actions.md deleted file mode 100644 index 9cca55386c..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/set-up-ui-actions.md +++ /dev/null @@ -1 +0,0 @@ -# Set up UI Actions diff --git a/Packages/com.unity.inputsystem/Documentation~/set-up-virtual-mouse-input.md b/Packages/com.unity.inputsystem/Documentation~/set-up-virtual-mouse-input.md deleted file mode 100644 index 0f7e170757..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/set-up-virtual-mouse-input.md +++ /dev/null @@ -1 +0,0 @@ -# Set up virtual mouse input diff --git a/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-navigation.md b/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-navigation.md new file mode 100644 index 0000000000..19be3b791b --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-navigation.md @@ -0,0 +1,12 @@ +## Navigation input UI support + +Navigation-type input controls the current selection based on motion read from the [`move`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_move) action. Additionally, input from +[`submit`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_submit) will trigger `ISubmitHandler` on the currently selected object and +[`cancel`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_cancel) will trigger `ICancelHandler` on it. + +Navigation-type input doesn't have multiple concurrent instances. The UI module only processes a single [`move`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_move) vector and a single [`submit`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_submit) and [`cancel`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_cancel) input per frame. However, these inputs don't need to come from one single device. You can bind multiple inputs to each action. + +The [`move`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_move) input must be set to the [`PassThrough`](../api/UnityEngine.InputSystem.InputActionType.html#UnityEngine_InputSystem_InputActionType_PassThrough) action type. The [`submit`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_submit) and +[`cancel`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_cancel) inputs must be set to the [`Button`](../api/UnityEngine.InputSystem.InputActionType.html#UnityEngine_InputSystem_InputActionType_Button) Action type. + +Navigation input is non-positional. There is no screen position associated with navigation actions. Instead, navigation actions always operate on the current selection. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-pointer.md b/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-pointer.md new file mode 100644 index 0000000000..721d47d64d --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-pointer.md @@ -0,0 +1,40 @@ +# Pointer input UI support + +A pointer is a position from which clicks and scrolls can trigger to interact with UI elements at the pointer's position. Pointer-type input comes from the following actions: + +* [`point`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_point) +* [`leftClick`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_leftClick) +* [`rightClick`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_rightClick) +* [`middleClick`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_middleClick) +* [`scrollWheel`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_scrollWheel) + +The UI input model doesn't associate pointers and cursors together. However, it pins the pointer for both mouse and pen input at `1,1` depending on the state of `Cursor.lockState`. The cursor lock behavior is defined by the **Cursor Lock Behavior** property of the [UI Input Module](using-ui-input-module.md). + +## Multiple pointer devices + +Multiple pointer devices can feed input into a single UI Input Module. [`Touchscreen`](../api/UnityEngine.InputSystem.Touchscreen.html) devices can have multiple concurrent pointers (each finger contact is one pointer) on a single device. + +Because multiple pointer devices can feed into the same set of actions, it's important to set the [action type](./RespondingToActions.md#action-types) to [PassThrough](../api/UnityEngine.InputSystem.InputActionType.html#UnityEngine_InputSystem_InputActionType_PassThrough). This ensures that no filtering is applied to input on these actions and that instead every input is relayed as is. + +From the perspective of [`InputSystemUIInputModule`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html), each [`InputDevice`](../api/UnityEngine.InputSystem.InputDevice.html) that has one or more controls bound to one of the pointer-type actions is a unique pointer. Also, for each [`Touchscreen`](../api/UnityEngine.InputSystem.Touchscreen.html) devices, each separate [`TouchControl`](../api/UnityEngine.InputSystem.Controls.TouchControl.html) that has one or more of its controls bound to the those actions is its own unique pointer as well. Each pointer receives a unique [`pointerId`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.PointerEventData.html#UnityEngine_EventSystems_PointerEventData_pointerId) which generally corresponds to the [`deviceId`](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_deviceId) of the pointer. However, for touch, this will be a combination of [deviceId](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_deviceId) and [`touchId`](../api/UnityEngine.InputSystem.Controls.TouchControl.html#UnityEngine_InputSystem_Controls_TouchControl_touchId). Use [`ExtendedPointerEventData.touchId`](../api/UnityEngine.InputSystem.UI.ExtendedPointerEventData.html#UnityEngine_InputSystem_UI_ExtendedPointerEventData_touchId) to find the ID for a touch event. + +If you bind a device to a pointer-type action such as [Left Click](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_leftClick) without also binding it to [Point](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_point), the UI Input Module recognizes the device as not able to point, and attempts to route its input into another pointer. For example, if you bind [Left Click](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_leftClick) to the `Space` key and [Point](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_point) to the position of the mouse, then pressing the space bar results in a left-click at the current position of the mouse. + +For pointer-type input (and [tracked-type input](supported-ui-input-types-tracked.md)), [`InputSystemUIInputModule`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) sends [`ExtendedPointerEventData`](../api/UnityEngine.InputSystem.UI.ExtendedPointerEventData.html) instances, which are an extended version of the base `PointerEventData`. These events contain additional data such as the [device](../api/UnityEngine.InputSystem.UI.ExtendedPointerEventData.html#UnityEngine_InputSystem_UI_ExtendedPointerEventData_device) and [pointer type](../api/UnityEngine.InputSystem.UI.ExtendedPointerEventData.html#UnityEngine_InputSystem_UI_ExtendedPointerEventData_pointerType) that the Input System has used to generate the event. + +### Pointer behavior for multiple devices + +The UI Module's [Pointer Behavior](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_pointerBehavior) property defines how to deal with concurrent input from multiple pointers. + +#### Unify mouse and pen input but separate touch and track input +[Single Mouse or Pen But Multi Touch And Track](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_SingleMouseOrPenButMultiTouchAndTrack) behaves like [Single Unified Pointer](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_SingleUnifiedPointer) for all input that is not classified as touch or tracked input, and behaves like [All Pointers As Is](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_AllPointersAsIs) for tracked and touch input. + +If concurrent input is received on a [`Mouse`](../api/UnityEngine.InputSystem.Mouse.html) and [`Pen`](../api/UnityEngine.InputSystem.Pen.html), for example, the input of both is fed into the same UI pointer instance. The position input of one will overwrite the position of the other. + +When input is received from touch or tracked devices, the single unified pointer for mice and pens is removed, including [`IPointerExit`](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.IPointerExitHandler.html) events being sent in case the mouse/pen cursor is currently hovering over objects. This is the default behavior. + +#### Unify all pointer inputs +[Single Unified Pointer](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_SingleUnifiedPointer) unifies all pointer input so that there is only ever a single pointer. This includes touch and tracked input. This means, for example, that regardless of how many devices feed input into [Point](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_point), only the last input in a frame takes effect and becomes the current UI pointer's position. + +#### Treat all pointers as separate +[All Pointers As Is](../api/UnityEngine.InputSystem.UI.UIPointerBehavior.html#UnityEngine_InputSystem_UI_UIPointerBehavior_AllPointersAsIs) treats each input as separate and individual. Any device, including touch and tracked devices that feed input pointer-type actions, is its own pointer (or multiple pointers for touch input). This might mean that there are multiple pointers in the UI, and several objects might be pointed at at the same time. diff --git a/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-tracked.md b/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-tracked.md new file mode 100644 index 0000000000..704f5bf660 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types-tracked.md @@ -0,0 +1,14 @@ +# Tracked input UI support + +Input from [tracked devices](../api/UnityEngine.InputSystem.TrackedDevice.html) such as [XR controllers](../api/UnityEngine.InputSystem.XR.XRController.html) and [HMDs](../api/UnityEngine.InputSystem.XR.XRHMD.html) behaves like [pointer-type input](supported-ui-input-types-pointer.md), but the Input System uses raycasting to translate the world-space device position and orientation sourced from [`trackedDevicePosition`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_trackedDevicePosition) and [`trackedDeviceOrientation`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_trackedDeviceOrientation) into a screen-space position. + +>[!IMPORTANT] +>Because multiple tracked devices can feed into the same set of actions, it is important to set the [action type](./RespondingToActions.md#action-types) to [PassThrough](../api/UnityEngine.InputSystem.InputActionType.html#UnityEngine_InputSystem_InputActionType_PassThrough). This ensures that the Input System applies no filtering on these input actions, and relays inputs correctly. + +For this raycasting to work, you need to add [TrackedDeviceRaycaster](../api/UnityEngine.InputSystem.UI.TrackedDeviceRaycaster.html) to the `GameObject` that has the UI's `Canvas` component. This `GameObject` will usually have a `GraphicRaycaster` component which, however, only works for 2D screen-space raycasting. You can put [TrackedDeviceRaycaster](../api/UnityEngine.InputSystem.UI.TrackedDeviceRaycaster.html) alongside `GraphicRaycaster` and both can be enabled at the same time without advserse effect. + + + + + +Clicks on tracked devices do not differ from other [pointer-type input](supported-ui-input-types-pointer.md). Therefore, actions such as [leftClick](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_leftClick) work for tracked devices just like they work for other pointers. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types.md b/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types.md new file mode 100644 index 0000000000..8a4a80f4f4 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/supported-ui-input-types.md @@ -0,0 +1,9 @@ +# Supported input types in the UI Input Module + +The UI Input Module supports three types of input action: pointer, navigation, and tracked. For each input type, the UI Input Module sources and combines input from a specific set of actions. + +| **Topic** | **Description** | +| :------------------------------ | :------------------------------- | +|**[Pointer input UI support](supported-ui-input-types-pointer.md)**| Configure pointer-type actions, such as clicking, tapping, and scrolling.| +|**[Navigation input UI support](supported-ui-input-types-navigation.md)**| Configure navigation-type actions, such as the `move` action.| +|**[Tracked input UI support](supported-ui-input-types-tracked.md)**|Configure input from tracked devices, such as XR controllers and HMDs.| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/supported-ui-systems.md b/Packages/com.unity.inputsystem/Documentation~/supported-ui-systems.md new file mode 100644 index 0000000000..3348866da1 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/supported-ui-systems.md @@ -0,0 +1,9 @@ +# Supported UI systems + +Understand the support and compatibility between the Input System and Unity's UI systems. + +| **Topic** | **Description** | +| :------------------------------ | :------------------------------- | +|**[Understand UI system compatibility](understand-ui-compatibility.md)**|Understand how the Input System interacts with Unity Toolkit, Unity UI (uGUI), and IMGUI.| +|**[Using UI Input Module for UI support](using-ui-input-module.md)**|Use the UI Input Module component to add support for specific UI systems.| +|**[Use IMGUI alongside the Input System package](use-imgui-alongside-input-system.md)**|Use a UI that supports the Input System, while still using IMGUI in other areas of your project.| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/the-ui-input-module.md b/Packages/com.unity.inputsystem/Documentation~/the-ui-input-module.md deleted file mode 100644 index 05ab1407f9..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/the-ui-input-module.md +++ /dev/null @@ -1 +0,0 @@ -# The UI Input Module diff --git a/Packages/com.unity.inputsystem/Documentation~/ui-action-map-reference.md b/Packages/com.unity.inputsystem/Documentation~/ui-action-map-reference.md new file mode 100644 index 0000000000..10dda022a0 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/ui-action-map-reference.md @@ -0,0 +1,15 @@ +# UI Action Map reference +The default [project-wide actions asset](./about-project-wide-actions.md) has a default configuration for UI input. + +|**Action**|**Action Type**|**Control Type**|**Description**| +|:-|:-|:-|:-| +|**Navigate**|PassThrough|Vector2|A vector used to select the currently active UI [selectable](https://docs.unity3d.com/Manual/script-Selectable.html) in gamepad or arrow-key [navigation-type input](supported-ui-input-types-navigation.md).| +|**Submit**|Button|Button|Submits the currently selected UI [selectable](https://docs.unity3d.com/Manual/script-Selectable.html) in [navigation-type input](supported-ui-input-types-navigation.md)| +|**Cancel**|Button|Button|Exits any interaction with the currently selected UI [selectable](https://docs.unity3d.com/Manual/script-Selectable.html) in [navigation-type input](supported-ui-input-types-navigation.md)| +|**Point**|PassThrough|Vector2|A 2D screen position. The cursor for [pointer-type](supported-ui-input-types-pointer.md) interaction.| +|**Click**|PassThrough|Button|The primary button for [pointer-type](supported-ui-input-types-pointer.md) interaction.| +|**RightClick**|PassThrough|Button|The secondary button for [pointer-type](supported-ui-input-types-pointer.md) interaction.| +|**MiddleClick**|PassThrough|Button|The middle button for [pointer-type](supported-ui-input-types-pointer.md) interaction.| +|**ScrollWheel**|PassThrough|Vector2|The scrolling gesture for [pointer-type](supported-ui-input-types-pointer.md) interaction.| +|**Tracked Device Position**|PassThrough|Vector3|A 3D position of one or multiple spatial tracking devices, such as XR hand controllers. In combination with **Tracked Device Orientation**, this allows XR-style UI interactions by pointing at UI [selectables](https://docs.unity3d.com/Manual/script-Selectable.html) in space. See [tracked-type input](supported-ui-input-types-tracked.md).| +|**Tracked Device Orientation**|PassThrough|Quaternion|a `Quaternion` representing the rotation of one or multiple spatial tracking devices, such as XR hand controllers. In combination with [Tracked Device Position](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.|html#UnityEngine_InputSystem_UI_InputSystemUIInputModule_trackedDevicePosition), this allows XR-style UI interactions by pointing at UI [selectables](https://docs.unity3d.com/Manual/script-Selectable.html) in space. See [tracked-type input](supported-ui-input-types-tracked.md).| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/ui-input-module-reference.md b/Packages/com.unity.inputsystem/Documentation~/ui-input-module-reference.md new file mode 100644 index 0000000000..9049fadd70 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/ui-input-module-reference.md @@ -0,0 +1,17 @@ +# UI Input Module component reference + + Use the UI Input Module to configure UI-specific actions and inputs. To view the UI Input Module, refer to [Access the UI Input Module](access-ui-input-module). + +The properties on the UI Input Module correspond to the [`InputSystemUIInputModule`](../api/UnityEngine.InputSystem.UI.InputSystemUIInputModule.html) class. + +|**Property**|**Description**| +|--------|-----------| +<!-- |Send Pointer Hover to Parent | TODO: No description available | --> +|**Move Repeat Delay**|The initial delay (in seconds) between generating an initial [IMoveHandler.OnMove](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.IMoveHandler.html) navigation event and generating repeated navigation events when the __Move__ action stays actuated.| +|**Move Repeat Rate**|The interval (in seconds) between generating repeat navigation events when the __Move__ action stays actuated. Note that this is capped by the frame rate; there will not be more than one move repeat event each frame so if the frame rate dips below the repeat rate, the effective repeat rate will be lower than this setting.| +|**XR Tracking Origin** | Define the transform that represents the real-world transform for tracking devices. | +|**Deselect on Background Click**|Clear the current selection when the pointer is clicked and does not hit any `GameObject`. To prevent automatic deselection, deactivate this property.| +|**Pointer Behavior**|How to deal with multiple pointers feeding input into the UI. See [pointer-type input](supported-ui-input-types-pointer.md). The options are: </br></br>- **Single Mouse or Pen But Multi Touch And Track**: Behaves like **Single Unified Pointer** for all input that is not classified as touch or tracked input, and behaves like **All Pointers As Is** for tracked and touch input.<br>- **Single Unified Pointer**: All pointer input is unified such that there is only ever a single pointer. This includes touch and tracked input. </br>- **All Pointers As Is**: The UI Input Module does not unify any pointer input. Any device, including touch and tracked devices that feed pointer input actions, has its own pointer (or multiple pointers for touch input). <br/><br/>For more details on these pointer behaviors, refer to [Pointer input UI support: Pointer behavior](supported-ui-input-types-pointer.md#pointer-behavior).| +|**Scroll Delta Per Tick** | Define the scroll wheel speed sent to Unity UI (uGUI) components. The value in this field is a multiplier of the `PointerEventData.scrollDelta` value. | +|**Actions Asset**|An [action asset](ActionAssets.md) containing all the actions to control the UI. You can choose which actions in the Asset correspond to which UI inputs using the following properties.<br><br>By default, this references a built-in asset named `DefaultInputActions`, which contains common default actions for driving UI. If you want to set up your own actions, [create a custom input action asset](ActionAssets.md#creating-input-action-assets) and assign it here.<br/><br/> When you assign a new asset reference to this field in the Inspector, the Editor attempts to automatically map actions to UI inputs based on common naming conventions, and lists the actions underneath the **Actions Asset** property.<br/><br/>| +|**Cursor Lock Behavior**|Controls the origin point of UI raycasts when the cursor is locked. By default, the available options are: <br/><br/>- **Outside Screen** <br/>- **Screen Center** | \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/ui-input-types.md b/Packages/com.unity.inputsystem/Documentation~/ui-input-types.md deleted file mode 100644 index 33b7ad6000..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/ui-input-types.md +++ /dev/null @@ -1 +0,0 @@ -# UI Input Types diff --git a/Packages/com.unity.inputsystem/Documentation~/ui-input.md b/Packages/com.unity.inputsystem/Documentation~/ui-input.md new file mode 100644 index 0000000000..c21b36d4da --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/ui-input.md @@ -0,0 +1,13 @@ +# UI input + +The Input System provides support for several UI systems in Unity. This section describes compatibility and configuration for UI input. + +| **Topic** | **Description** | +| :------------------------------ | :------------------------------- | +|**[Supported UI systems](supported-ui-systems.md)**|Understand the compatibility between the Input System and Unity's UI systems.| +|**[Configure UI input actions](configure-ui-input-action-map.md)**|Configure UI input actions in the UI action map.| +|**[UI action map reference](ui-action-map-reference.md)**|Reference documentation for the default UI action map on the project-wide actions asset.| +|**[Handling input target ambiguity](handling-input-target-ambiguity.md)**|Understand how the Input System and Unity work together to distinguish which input actions are intended for UI, and which are intended for the game.| +|**[Virtual mouse for cursor control](virtual-mouse-ui-cursor-control)**|Use a virtual mouse to allow gamepads and joysticks to control pointer inputs.| +|**[Multiplayer UI input](multiplayer-ui)**|Configure multiple UI instances, so that multiple players can share a single screen and individually interact with the UI.| +|**[On-screen controls](on-screen-controls)**|Simulate input devices with UI widgets that the user interacts with on the screen.| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/ui-support.md b/Packages/com.unity.inputsystem/Documentation~/ui-support.md deleted file mode 100644 index f1e2f8743a..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/ui-support.md +++ /dev/null @@ -1,19 +0,0 @@ -# UI Support - -Many Unity projects require that your users be able to navigate some kind of on-screen interface using their chosen input device. For example, pressing up or down on their controller should navigate to the next on-screen button above or below the currently selected one. - -The Input System provides features to help you implement support for controlling your project's UI through input. - -| **Topic** | **Description** | -| :------------------------------ | :------------------------------- | -| **[UI Support](ui-support.md)** | Summary | -| **[Compatibility](compatibility.md)** | Summary | -| **[Default UI Actions](default-ui-actions.md)** | Summary | -| **[Set up UI Actions](set-up-ui-actions.md)** | Summary | -| **[The UI Input Module](the-ui-input-module.md)** | Summary | -| **[Multiplayer UI](multiplayer-ui.md)** | Summary | -| **[Virtual Mouse Cursor](virtual-mouse-cursor.md)** | Summary | -| **[Distinguish between UI and Game Input](distinguish-between-ui-game-input.md)** | Summary | -| **[Immediate Mode GUI](immediate-mode-gui.md)** | Summary | -| **[On-screen Controls](on-screen-controls.md)** | Summary | -| **[Editor UI](editor-ui.md)** | Summary | \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/understand-ui-compatibility.md b/Packages/com.unity.inputsystem/Documentation~/understand-ui-compatibility.md new file mode 100644 index 0000000000..8843cb1cef --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/understand-ui-compatibility.md @@ -0,0 +1,64 @@ +# Understand UI system compatibility +Unity has [three major UI solutions](https://docs.unity3d.com/Manual/UIToolkits.html). The Input System package's compatibility and workflow with these solutions varies depending on which UI solution you are using, and which version of Unity you are using. + +The three main UI systems are: + +* [**UI Toolkit**](https://docs.unity3d.com/Manual/UIElements.html) +* [**Unity UI**](https://docs.unity3d.com/Packages/com.unity.ugui@latest) +* [**IMGUI**](https://docs.unity3d.com/Manual/GUIScriptingGuide.html) + +Some systems and versions require that you use the Input System’s [UI Input Module component](using-ui-input-module.md) to pass actions from the Input System to the UI. + +## Compatibility summary +UI system|Compatible|UI Input Module component +-|-|- +UI Toolkit (2023.2+)|Yes|Not required +UI Toolkit (pre 2023.2)|Yes|Required +Unity UI (uGUI)|Yes|Required +IMGUI|No|n/a + +## UI Toolkit compatibility +[**UI Toolkit**](https://docs.unity3d.com/Manual/UIElements.html), also known as "UI Elements", is an XML/CSS style UI solution. + +- In versions of Unity prior to 2023.2, you must use the [UI Input Module component](using-ui-input-module.md) to pass actions from the Input System to the UI. +- From Unity 2023.2 and onwards, the UI actions defined in the default [project-wide actions](./about-project-wide-actions.md) directly map to UI Toolkit input.</br></br> + +For more information on how to configure UI Toolkit input, refer to UI Toolkit [Runtime UI event system and input handling](https://docs.unity3d.com/Manual/UIE-Runtime-Event-System.html). + +### UI Toolkit event system + +Internally, UI Toolkit installs the `PanelEventHandler` component as an event listener. The listener intercepts events that `InputSystemUIInputModule` sends, and translates them into events that are specific to UI Toolkit. Those events are then routed into the visual tree. + +If you employ `EventSystem.SetUITookitEventSystemOverride`, this default mechanism is bypassed. + +A pointer click and a gamepad submit action are distinct at the event level in UI Toolkit. For example, the following script does not invoke the handler when the button is "clicked" with the gamepad (a `NavigationSubmitEvent` and not a `ClickEvent`): + + ```CSharp + button.RegisterCallback<ClickEvent>(_ => ButtonWasClicked()); + ``` + +However, the following script invokes the handler in both cases: + + ```CSharp + button.clicked += () => ButtonWasClicked(); + ``` + +### UI Toolkit XR support +XR ([tracked-type input](supported-ui-input-types-tracked.md)) is not yet supported in combination with UI Toolkit. This means that you cannot use devices such as VR controllers to operate interfaces created with UI Toolkit. + +### UI Toolkit raycasting +UI Toolkit handles raycasting internally. No separate raycaster component is necessary. This means that UI Toolkit does not support [TrackedDeviceRaycaster](../api/UnityEngine.InputSystem.UI.TrackedDeviceRaycaster.html). + +## Unity UI (uGUI) compatibility +[**Unity UI**](https://docs.unity3d.com/Packages/com.unity.ugui@latest), also known as "uGUI", is a GameObject and Component-based UI solution). + +When using uGUI, you always need to use the [UI Input Module component](using-ui-input-module.md) to pass actions from the Input System to the UI. + +The uGUI package contains an older equivalent module called **[Standalone Input Module](https://docs.unity3d.com/Manual/script-StandaloneInputModule.html)**, which performs the same kind of integration between the Unity UI and the legacy Input Manager system. + +If you have one of these older Standalone Input Module components on a GameObject in your project, and the Input System is installed, Unity displays a button in the Inspector offering to automatically replace it with the equivalent newer Input System UI Input Module for you. + +## IMGUI compatibility +[**IMGUI**](https://docs.unity3d.com/Manual/GUIScriptingGuide.html) is a script-based "Immediate Mode" UI which uses the [`OnGUI`](https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnGUI.html) method. + +The Input System package is not compatible with IMGUI. However you can still use the Input System for other parts of your project, such as gameplay. For more information, refer to [Use IMGUI alongside the Input System package](use-imgui-alongside-input-system.md). diff --git a/Packages/com.unity.inputsystem/Documentation~/use-imgui-alongside-input-system.md b/Packages/com.unity.inputsystem/Documentation~/use-imgui-alongside-input-system.md new file mode 100644 index 0000000000..5c94388367 --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/use-imgui-alongside-input-system.md @@ -0,0 +1,12 @@ +# Use IMGUI alongside the Input System package + +The Input System package doesn't support [Immediate Mode GUI](https://docs.unity3d.com/Manual/GUIScriptingGuide.html) (IMGUI) methods at runtime. However, if you need to use IMGUI for your UI, you can use legacy Input Manager input for IMGUI, and the Input System package for your in-game input. + + +When the Unity Editor's [**Active Input Handling**](https://docs.unity3d.com/Manual/class-PlayerSettings.html) setting is set to **Input System Package** (which is the default, when using the Input System package), the `OnGUI` methods in your player code don't receive any input events. + + +To restore functionality to runtime `OnGUI` methods, you can change the **Active Input Handling** setting to **Both**. Doing this means that Unity processes the input twice, which might introduce a small performance impact. + + +This only affects runtime (Play mode) `OnGUI` methods. Editor GUI code is unaffected and continues to receive input events. \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/use-navigation-type-input-with-ui.md b/Packages/com.unity.inputsystem/Documentation~/use-navigation-type-input-with-ui.md deleted file mode 100644 index f12c86b697..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/use-navigation-type-input-with-ui.md +++ /dev/null @@ -1 +0,0 @@ -# Use Navigation-type input with UI diff --git a/Packages/com.unity.inputsystem/Documentation~/use-pointer-type-navigation-with-ui.md b/Packages/com.unity.inputsystem/Documentation~/use-pointer-type-navigation-with-ui.md deleted file mode 100644 index a6769d69f5..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/use-pointer-type-navigation-with-ui.md +++ /dev/null @@ -1 +0,0 @@ -# Use Pointer-type navigation with UI diff --git a/Packages/com.unity.inputsystem/Documentation~/use-tracket-type-input-with-ui.md b/Packages/com.unity.inputsystem/Documentation~/use-tracket-type-input-with-ui.md deleted file mode 100644 index 7461949ab2..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/use-tracket-type-input-with-ui.md +++ /dev/null @@ -1 +0,0 @@ -# Use Tracket-type input with UI diff --git a/Packages/com.unity.inputsystem/Documentation~/using-ui-input-module.md b/Packages/com.unity.inputsystem/Documentation~/using-ui-input-module.md new file mode 100644 index 0000000000..2ca94ac60a --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/using-ui-input-module.md @@ -0,0 +1,12 @@ +# Using UI Input Module for UI support + +The UI Input Module passes input to the UI in your project. + +You must use the Unity Input System when using Unity UI (uGUI), or when using versions of Unity Toolkit prior to 2023.3. + +| **Topic** | **Description** | +| :------------------------------ | :------------------------------- | +|**[Introduction to the UI Input Module](introduction-ui-input-module.md)**|Understand the UI Input Module's function and considerations for use. | +|**[Supported input types in the UI Input Module](supported-ui-input-types-ui-input-module.md)**|Understand the types of input that the UI Input Module can pass to the Editor.| +|**[Access the UI Input Module](access-ui-input-module.md)**|Access and add the UI Input Module to your scene. | +|**[UI Input Module component reference](ui-input-module-reference.md)**|Reference for the UI Input Module component.| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-component-reference.md b/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-component-reference.md new file mode 100644 index 0000000000..7403a4ad9c --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-component-reference.md @@ -0,0 +1,48 @@ +# Virtual Mouse component reference + +Use the Virtual Mouse component to create a simulated mouse device in your application. + + +## Cursor + +Use the **Cursor** properties to configure a virtual software cursor, and define when to use it. + +|**Property**|**Description**| +|--------|-----------| +|**Cursor Mode**| Determine whether the virtual mouse should always use the cursor that it defines via the **Cursor Graphic** and **Cursor Transform** values, or whether it should use hardware cursors instead if it detects them. The options are: <br/>- **Software Cursor**: Use only the cursor that this Virtual Mouse component creates. <br/>- **Hardware Cursor If Available**: Use a hardware cursor if the Input System detects a `Mouse` device. If it does not detect a `Mouse` device, the virtual mouse uses the software cursor as a fallback. | +|**Cursor Graphic**| Select a UI graphic element for the software cursor's appearance. <br/><br/>The virtual mouse only uses this graphic for the software cursor, and not for hardware cursors. | +|**Cursor Transform**| Set the starting transform for the software cursor. Moving the cursor updates the anchored position of the transform. <br/><br/>The virtual mouse only uses this transform for the software cursor, and not for hardware cursors. | + +## Motion + +Use the **Motion** properties to configure the speed of movement and scrolling on the virtual mouse. + +|**Property**|**Description**| +|--------|-----------| +|**Cursor Speed**| Set the speed at which the cursor should move, in pixels per second. This value multiplies the **Stick Action** value. | +|**Scroll Speed**| Set the speed at which the virtual mouse scroll should move. This value multiplies the **Scroll Wheel Action** value.| + +## Action assignment + +Use the action-related properties on the component to define which action triggers each virtual mouse input. + +By default, the following inputs are available in the Virtual Mouse component: + +|**Property**|**Description**| +|--------|-----------| +|**Stick Action** | Select the Vector2 action that moves the cursor left/right on the x-axis, and up/down on the y-axis. The input value from **Cursor Speed** multiplies this value. | +|**Left button action** | Select the button action that triggers a left-click on the virtual mouse.| +|**Middle button action** |Select the button action that triggers a middle-click on the virtual mouse. | +|**Right Button Action** |Select the button action that triggers a right-click on the virtual mouse. | +|**Forward Button Action** |Select the button action that triggers a forward-button (button 4) click on the virtual mouse. | +|**Back Button Action** |Select the button action that triggers a back-button (button 5) click on the virtual mouse. | +|**Scroll Wheel Action** | Select a Vector2 action that feeds into the virtual mouse's `scrollWheel` action. The input value from **Scroll Speed** multiplies this value. | + +Each action-related property has identical settings to define actions and controls: + +|**Setting**|**Description**| +|--------|-----------| +|Menu drop-down (**⋮**) | Options: <br/>- **Action**: Create a new action on the virtual mouse component. <br/>- **Reference**: Use a reference to an existing action. | +|Action Properties (**cog** icon) | Open an Action Properties window. Refer to [Action Properties panel reference](action-properties-panel-reference) for details on the properties available. <br/><br/>This setting only appears if you selected **Action** in the drop-down menu. | +|Add Binding (**+**)| Add a binding to the new action. <br/><br/>This setting only appears if you selected **Action** in the drop-down menu.| +|Delete Selection (**-**)|Delete the selected binding. <br/><br/>This setting only appears if you selected **Action** in the drop-down menu.| \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-cursor.md b/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-cursor.md deleted file mode 100644 index 700c985152..0000000000 --- a/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-cursor.md +++ /dev/null @@ -1 +0,0 @@ -# Virtual Mouse Cursor diff --git a/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-ui-cursor-control.md b/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-ui-cursor-control.md new file mode 100644 index 0000000000..38e7feb96d --- /dev/null +++ b/Packages/com.unity.inputsystem/Documentation~/virtual-mouse-ui-cursor-control.md @@ -0,0 +1,14 @@ +# Virtual Mouse for UI cursor control + +Use a virtual mouse to allow gamepads and joysticks to control pointer inputs. + +>[!NOTE] +>The Virtual Mouse component is only compatible with the [Unity UI](https://docs.unity3d.com/Manual/com.unity.ugui.html) (uGUI) system, and not UI Toolkit or IMGUI. + +| **Topic** | **Description** | +| :------------------------------ | :------------------------------- | +|**[Introduction to Virtual Mouse for UI cursor control](introduction-virtual-mouse.md)**|Use a Virtual Mouse component to set up navigation-based input for the UI. | +|**[Configure a Virtual Mouse for UI input](configure-virtual-mouse-input.md)**|Add and configure a Virtual Mouse component to your project.| + + + \ No newline at end of file