// XML documentation file not found. To check if public methods have XML comments,
// make sure the XML doc file is present and located next to the scraped dll
namespace Unity.XR.GoogleVr
{
[UnityEngine.InputSystem.Layouts.InputControlLayout(commonUsages = Mono.Cecil.CustomAttributeArgument[], displayName = @"Daydream Controller")] [UnityEngine.Scripting.Preserve] public class DaydreamController : UnityEngine.InputSystem.XR.XRController
{
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl app { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl home { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl recentered { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl recentering { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control touchpad { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl touchpadClicked { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl touchpadTouched { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl volumeDown { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl volumeUp { get; }
public DaydreamController() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(displayName = @"Daydream Headset")] [UnityEngine.Scripting.Preserve] public class DaydreamHMD : UnityEngine.InputSystem.XR.XRHMD
{
public DaydreamHMD() {}
}
}
namespace Unity.XR.Oculus.Input
{
[UnityEngine.InputSystem.Layouts.InputControlLayout(commonUsages = Mono.Cecil.CustomAttributeArgument[], displayName = @"GearVR Controller")] [UnityEngine.Scripting.Preserve] public class GearVRTrackedController : UnityEngine.InputSystem.XR.XRController
{
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl back { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control touchpad { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl touchpadClicked { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl touchpadTouched { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl trigger { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl triggerPressed { get; }
public GearVRTrackedController() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(displayName = @"Oculus Headset")] [UnityEngine.Scripting.Preserve] public class OculusHMD : UnityEngine.InputSystem.XR.XRHMD
{
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control centerEyeAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control centerEyeAngularAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control centerEyeAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control leftEyeAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control leftEyeAngularAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control leftEyeAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control rightEyeAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control rightEyeAngularAcceleration { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control rightEyeAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[], layout = @"Button", name = @"isTracked")] [UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[], layout = @"Integer", name = @"trackingState")] [UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl userPresence { get; }
public OculusHMD() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(displayName = @"Oculus Headset (w/ on-headset controls)")] [UnityEngine.Scripting.Preserve] public class OculusHMDExtended : OculusHMD
{
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl back { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control touchpad { get; }
public OculusHMDExtended() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(displayName = @"Oculus Remote")] [UnityEngine.Scripting.Preserve] public class OculusRemote : UnityEngine.InputSystem.InputDevice
{
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl back { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl start { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control touchpad { get; }
public OculusRemote() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(commonUsages = Mono.Cecil.CustomAttributeArgument[], displayName = @"Oculus Touch Controller")] [UnityEngine.Scripting.Preserve] public class OculusTouchController : UnityEngine.InputSystem.XR.XRControllerWithRumble
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl grip { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl gripPressed { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl primaryButton { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl primaryTouched { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl secondaryButton { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl secondaryTouched { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl start { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control thumbstick { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl thumbstickClicked { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[], layout = @"Button", name = @"isTracked")] [UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[], layout = @"Integer", name = @"trackingState")] [UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[], layout = @"Quaternion", name = @"deviceRotation")] [UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[], layout = @"Vector3", name = @"devicePosition")] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl thumbstickTouched { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl trigger { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl triggerPressed { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl triggerTouched { get; }
public OculusTouchController() {}
protected override void FinishSetup();
}
[UnityEngine.Scripting.Preserve] public class OculusTrackingReference : UnityEngine.InputSystem.TrackedDevice
{
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl isTracked { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.IntegerControl trackingState { get; }
public OculusTrackingReference() {}
protected override void FinishSetup();
}
}
namespace Unity.XR.OpenVR
{
[UnityEngine.InputSystem.Layouts.InputControlLayout(commonUsages = Mono.Cecil.CustomAttributeArgument[], displayName = @"Handed Vive Tracker")] [UnityEngine.Scripting.Preserve] public class HandedViveTracker : ViveTracker
{
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl grip { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl gripPressed { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl primary { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl trackpadPressed { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl triggerPressed { get; }
public HandedViveTracker() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(commonUsages = Mono.Cecil.CustomAttributeArgument[], displayName = @"Windows MR Controller (OpenVR)")] [UnityEngine.Scripting.Preserve] public class OpenVRControllerWMR : UnityEngine.InputSystem.XR.XRController
{
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl grip { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl gripPressed { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control joystick { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl menu { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control touchpad { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl touchpadClick { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl touchpadTouch { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl trigger { get; }
[UnityEngine.InputSystem.Layouts.InputControl] public UnityEngine.InputSystem.Controls.ButtonControl triggerPressed { get; }
public OpenVRControllerWMR() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(displayName = @"OpenVR Headset")] [UnityEngine.Scripting.Preserve] public class OpenVRHMD : UnityEngine.InputSystem.XR.XRHMD
{
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control centerEyeAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control centerEyeVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control leftEyeAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control leftEyeVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control rightEyeAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control rightEyeVelocity { get; }
public OpenVRHMD() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(commonUsages = Mono.Cecil.CustomAttributeArgument[], displayName = @"Oculus Touch Controller (OpenVR)")] [UnityEngine.Scripting.Preserve] public class OpenVROculusTouchController : UnityEngine.InputSystem.XR.XRControllerWithRumble
{
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl grip { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl gripPressed { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl primaryButton { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl secondaryButton { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control thumbstick { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl thumbstickClicked { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl thumbstickTouched { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl trigger { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl triggerPressed { get; }
public OpenVROculusTouchController() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(displayName = @"Vive Lighthouse")] [UnityEngine.Scripting.Preserve] public class ViveLighthouse : UnityEngine.InputSystem.TrackedDevice
{
public ViveLighthouse() {}
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(displayName = @"Vive Tracker")] [UnityEngine.Scripting.Preserve] public class ViveTracker : UnityEngine.InputSystem.TrackedDevice
{
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceVelocity { get; }
public ViveTracker() {}
protected override void FinishSetup();
}
[UnityEngine.InputSystem.Layouts.InputControlLayout(commonUsages = Mono.Cecil.CustomAttributeArgument[], displayName = @"Vive Wand")] [UnityEngine.Scripting.Preserve] public class ViveWand : UnityEngine.InputSystem.XR.XRControllerWithRumble
{
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceAngularVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl(noisy = true)] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector3Control deviceVelocity { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl grip { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl gripPressed { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl primary { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.Vector2Control trackpad { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl trackpadPressed { get; }
[UnityEngine.InputSystem.Layouts.InputControl(aliases = Mono.Cecil.CustomAttributeArgument[])] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl trackpadTouched { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.AxisControl trigger { get; }
[UnityEngine.InputSystem.Layouts.InputControl] [UnityEngine.Scripting.Preserve] public UnityEngine.InputSystem.Controls.ButtonControl triggerPressed { get; }
public ViveWand() {}
protected override void FinishSetup();
}
}
namespace UnityEngine.InputSystem
{
[Layouts.InputControlLayout(stateType = typeof(LowLevel.AccelerometerState))] [UnityEngine.Scripting.Preserve] public class Accelerometer : Sensor
{
public Controls.Vector3Control acceleration { get; }
public static Accelerometer current { get; }
public Accelerometer() {}
protected override void FinishSetup();
public override void MakeCurrent();
protected override void OnRemoved();
}
[Layouts.InputControlLayout(displayName = @"Ambient Temperature")] [UnityEngine.Scripting.Preserve] public class AmbientTemperatureSensor : Sensor
public interface IInputActionCollection : System.Collections.Generic.IEnumerable<InputAction>, System.Collections.IEnumerable
{
public System.Nullable<InputBinding> bindingMask { get; set; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputControlScheme> controlSchemes { get; }
public System.Nullable<UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputDevice>> devices { get; set; }
public bool Contains(InputAction action);
public void Disable();
public void Enable();
}
[UnityEngine.Scripting.Preserve] public interface IInputInteraction
{
public void Process(ref InputInteractionContext context);
public void Reset();
}
[UnityEngine.Scripting.Preserve] public interface IInputInteraction<TValue> : IInputInteraction where TValue : struct, new()
{
}
public sealed class InputAction : System.ICloneable, System.IDisposable
{
public event System.Action<InputAction.CallbackContext> canceled;
public event System.Action<InputAction.CallbackContext> performed;
public event System.Action<InputAction.CallbackContext> started;
public InputActionMap actionMap { get; }
public InputControl activeControl { get; }
public System.Nullable<InputBinding> bindingMask { get; set; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputBinding> bindings { get; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputControl> controls { get; }
public bool enabled { get; }
public string expectedControlType { get; set; }
public System.Guid id { get; }
public string interactions { get; }
public string name { get; }
public InputActionPhase phase { get; }
public string processors { get; }
public bool triggered { get; }
public InputActionType type { get; }
public InputAction() {}
public InputAction(string name = default(string), InputActionType type = InputActionType.Value, string binding = default(string), string interactions = default(string), string processors = default(string), string expectedControlType = default(string)) {}
public InputAction Clone();
public void Disable();
public void Dispose();
public void Enable();
public TValue ReadValue<TValue>() where TValue : struct, new();
public object ReadValueAsObject();
public override string ToString();
public struct CallbackContext
{
public InputAction action { get; }
public bool canceled { get; }
public InputControl control { get; }
public double duration { get; }
public IInputInteraction interaction { get; }
public bool performed { get; }
public InputActionPhase phase { get; }
public bool started { get; }
public double startTime { get; }
public double time { get; }
public int valueSizeInBytes { get; }
public System.Type valueType { get; }
public TValue ReadValue<TValue>() where TValue : struct, new();
public void ReadValue(void* buffer, int bufferSize);
public bool ReadValueAsButton();
public object ReadValueAsObject();
public override string ToString();
}
}
public class InputActionAsset : ScriptableObject, IInputActionCollection, System.Collections.Generic.IEnumerable<InputAction>, System.Collections.IEnumerable
{
public const string Extension = @"inputactions";
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputActionMap> actionMaps { get; }
public System.Nullable<InputBinding> bindingMask { get; set; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputControlScheme> controlSchemes { get; }
public System.Nullable<UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputDevice>> devices { get; set; }
public bool enabled { get; }
public InputAction this[string actionNameOrId] { get; }
public InputActionAsset() {}
public bool Contains(InputAction action);
public void Disable();
public void Enable();
public InputAction FindAction(System.Guid guid);
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false);
public InputActionMap FindActionMap(System.Guid id);
public InputActionMap FindActionMap(string nameOrId, bool throwIfNotFound = false);
public System.Nullable<InputControlScheme> FindControlScheme(string name);
public int FindControlSchemeIndex(string name);
public static InputActionAsset FromJson(string json);
public System.Collections.Generic.IEnumerator<InputAction> GetEnumerator();
public void LoadFromJson(string json);
public string ToJson();
}
public enum InputActionChange
{
ActionCanceled = 6,
ActionDisabled = 1,
ActionEnabled = 0,
ActionMapDisabled = 3,
ActionMapEnabled = 2,
ActionPerformed = 5,
ActionStarted = 4,
BoundControlsAboutToChange = 7,
BoundControlsChanged = 8,
}
public sealed class InputActionMap : IInputActionCollection, ISerializationCallbackReceiver, System.Collections.Generic.IEnumerable<InputAction>, System.Collections.IEnumerable, System.ICloneable, System.IDisposable
{
public event System.Action<InputAction.CallbackContext> actionTriggered;
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputAction> actions { get; }
public InputActionAsset asset { get; }
public System.Nullable<InputBinding> bindingMask { get; set; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputBinding> bindings { get; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputControlScheme> controlSchemes { get; }
public System.Nullable<UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputDevice>> devices { get; set; }
public bool enabled { get; }
public System.Guid id { get; }
public InputAction this[string actionNameOrId] { get; }
public string name { get; }
public InputActionMap() {}
public InputActionMap(string name) {}
public InputActionMap Clone();
public bool Contains(InputAction action);
public void Disable();
public void Dispose();
public void Enable();
public InputAction FindAction(System.Guid id);
public InputAction FindAction(string nameOrId, bool throwIfNotFound = false);
public static InputActionMap[] FromJson(string json);
public System.Collections.Generic.IEnumerator<InputAction> GetEnumerator();
public bool IsUsableWithDevice(InputDevice device);
public void OnAfterDeserialize();
public void OnBeforeSerialize();
public string ToJson();
public static string ToJson(System.Collections.Generic.IEnumerable<InputActionMap> maps);
public override string ToString();
}
public enum InputActionPhase
{
Canceled = 4,
Disabled = 0,
Performed = 3,
Started = 2,
Waiting = 1,
}
public struct InputActionProperty : System.IEquatable<InputAction>, System.IEquatable<InputActionProperty>, System.IEquatable<InputActionReference>
{
public InputAction action { get; }
public InputActionReference reference { get; }
public InputActionProperty(InputAction action) {}
public InputActionProperty(InputActionReference reference) {}
public override bool Equals(object obj);
public bool Equals(InputAction other);
public bool Equals(InputActionProperty other);
public bool Equals(InputActionReference other);
public override int GetHashCode();
public static bool operator ==(InputActionProperty left, InputActionProperty right);
public static bool operator !=(InputActionProperty left, InputActionProperty right);
}
public static class InputActionRebindingExtensions
{
public static int ApplyBindingOverride(this InputActionMap actionMap, InputBinding bindingOverride);
public static void ApplyBindingOverride(this InputAction action, InputBinding bindingOverride);
public static void ApplyBindingOverride(this InputAction action, int bindingIndex, string path);
public static void ApplyBindingOverride(this InputAction action, int bindingIndex, InputBinding bindingOverride);
public static void ApplyBindingOverride(this InputActionMap actionMap, int bindingIndex, InputBinding bindingOverride);
public static void ApplyBindingOverride(this InputAction action, string newPath, string group = default(string), string path = default(string));
public static void ApplyBindingOverrides(this InputActionMap actionMap, System.Collections.Generic.IEnumerable<InputBinding> overrides);
public static int ApplyBindingOverridesOnMatchingControls(this InputAction action, InputControl control);
public static int ApplyBindingOverridesOnMatchingControls(this InputActionMap actionMap, InputControl control);
public static string GetBindingDisplayString(this InputAction action, int bindingIndex, InputBinding.DisplayStringOptions options = );
public static string GetBindingDisplayString(this InputAction action, InputBinding.DisplayStringOptions options = , string group = default(string));
public static string GetBindingDisplayString(this InputAction action, int bindingIndex, out string deviceLayoutName, out string controlPath, InputBinding.DisplayStringOptions options = );
public static System.Nullable<InputBinding> GetBindingForControl(this InputAction action, InputControl control);
public static int GetBindingIndex(this InputAction action, InputBinding bindingMask);
public static int GetBindingIndex(this InputAction action, string group = default(string), string path = default(string));
public static int GetBindingIndexForControl(this InputAction action, InputControl control);
public static InputActionRebindingExtensions.RebindingOperation PerformInteractiveRebinding(this InputAction action, int bindingIndex = -1);
public static void RemoveAllBindingOverrides(this InputAction action);
public static void RemoveAllBindingOverrides(this InputActionMap actionMap);
public static void RemoveBindingOverride(this InputAction action, int bindingIndex);
public static void RemoveBindingOverride(this InputAction action, InputBinding bindingMask);
public static void RemoveBindingOverrides(this InputActionMap actionMap, System.Collections.Generic.IEnumerable<InputBinding> overrides);
public sealed class RebindingOperation : System.IDisposable
{
public const float kDefaultMagnitudeThreshold = 0.2f;
public InputAction action { get; }
public System.Nullable<InputBinding> bindingMask { get; }
public bool canceled { get; }
public UnityEngine.InputSystem.InputControlList<InputControl> candidates { get; }
public bool completed { get; }
public string expectedControlType { get; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<float> magnitudes { get; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<float> scores { get; }
public InputControl selectedControl { get; }
public bool started { get; }
public double startTime { get; }
public float timeout { get; }
public RebindingOperation() {}
public void AddCandidate(InputControl control, float score, float magnitude = -1f);
public void Cancel();
public void Complete();
public void Dispose();
protected override void Finalize();
public InputActionRebindingExtensions.RebindingOperation OnApplyBinding(System.Action<InputActionRebindingExtensions.RebindingOperation, string> callback);
public InputActionRebindingExtensions.RebindingOperation OnCancel(System.Action<InputActionRebindingExtensions.RebindingOperation> callback);
public InputActionRebindingExtensions.RebindingOperation OnComplete(System.Action<InputActionRebindingExtensions.RebindingOperation> callback);
public InputActionRebindingExtensions.RebindingOperation OnComputeScore(System.Func<InputControl, LowLevel.InputEventPtr, float> callback);
public InputActionRebindingExtensions.RebindingOperation OnGeneratePath(System.Func<InputControl, string> callback);
public InputActionRebindingExtensions.RebindingOperation OnMatchWaitForAnother(float seconds);
public InputActionRebindingExtensions.RebindingOperation OnPotentialMatch(System.Action<InputActionRebindingExtensions.RebindingOperation> callback);
public void RemoveCandidate(InputControl control);
public InputActionRebindingExtensions.RebindingOperation Reset();
public InputActionRebindingExtensions.RebindingOperation Start();
public InputActionRebindingExtensions.RebindingOperation WithAction(InputAction action);
public InputActionRebindingExtensions.RebindingOperation WithBindingGroup(string group);
public InputActionRebindingExtensions.RebindingOperation WithBindingMask(System.Nullable<InputBinding> bindingMask);
public InputActionRebindingExtensions.RebindingOperation WithCancelingThrough(string binding);
public InputActionRebindingExtensions.RebindingOperation WithCancelingThrough(InputControl control);
public InputActionRebindingExtensions.RebindingOperation WithControlsExcluding(string path);
public InputActionRebindingExtensions.RebindingOperation WithControlsHavingToMatchPath(string path);
public InputActionRebindingExtensions.RebindingOperation WithExpectedControlType<TControl>() where TControl : InputControl;
public InputActionRebindingExtensions.RebindingOperation WithExpectedControlType(string layoutName);
public InputActionRebindingExtensions.RebindingOperation WithExpectedControlType(System.Type type);
public InputActionRebindingExtensions.RebindingOperation WithMagnitudeHavingToBeGreaterThan(float magnitude);
public InputActionRebindingExtensions.RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true);
public InputActionRebindingExtensions.RebindingOperation WithoutGeneralizingPathOfSelectedControl();
public InputActionRebindingExtensions.RebindingOperation WithoutIgnoringNoisyControls();
public InputActionRebindingExtensions.RebindingOperation WithRebindAddingNewBinding(string group = default(string));
public InputActionRebindingExtensions.RebindingOperation WithTargetBinding(int bindingIndex);
public InputActionRebindingExtensions.RebindingOperation WithTimeout(float timeInSeconds);
}
}
public class InputActionReference : ScriptableObject
{
public InputAction action { get; }
public InputActionAsset asset { get; }
public InputActionReference() {}
public static InputActionReference Create(InputAction action);
public static InputAction op_Implicit(InputActionReference reference);
public void Set(InputAction action);
public void Set(InputActionAsset asset, string mapName, string actionName);
public static bool CompareStateIgnoringNoise(this InputControl control, void* statePtr);
public static void CopyState<TState>(this InputDevice device, out TState state) where TState : struct, LowLevel.IInputStateTypeInfo, new();
public static void CopyState(this InputDevice device, void* buffer, int bufferSizeInBytes);
public static void FindControlsRecursive<TControl>(this InputControl parent, System.Collections.Generic.IList<TControl> controls, System.Func<TControl, bool> predicate) where TControl : InputControl;
public static TControl FindInParentChain<TControl>(this InputControl control) where TControl : InputControl;
public static void* GetStatePtrFromStateEvent(this InputControl control, LowLevel.InputEventPtr eventPtr);
public static bool HasValueChangeInEvent(this InputControl control, LowLevel.InputEventPtr eventPtr);
public static bool HasValueChangeInState(this InputControl control, void* statePtr);
public static bool IsActuated(this InputControl control, float threshold = 0f);
public static bool IsPressed(this InputControl control, float buttonPressPoint = 0f);
public static void QueueValueChange<TValue>(this UnityEngine.InputSystem.InputControl<TValue> control, TValue value, double time = -1d) where TValue : struct, new();
public static object ReadDefaultValueAsObject(this InputControl control);
public static TValue ReadUnprocessedValueFromEvent<TValue>(this UnityEngine.InputSystem.InputControl<TValue> control, LowLevel.InputEventPtr eventPtr) where TValue : struct, new();
public static bool ReadUnprocessedValueFromEvent<TValue>(this UnityEngine.InputSystem.InputControl<TValue> control, LowLevel.InputEventPtr inputEvent, out TValue value) where TValue : struct, new();
public static object ReadValueAsObject(this InputControl control);
public static TValue ReadValueFromEvent<TValue>(this UnityEngine.InputSystem.InputControl<TValue> control, LowLevel.InputEventPtr inputEvent) where TValue : struct, new();
public static bool ReadValueFromEvent<TValue>(this UnityEngine.InputSystem.InputControl<TValue> control, LowLevel.InputEventPtr inputEvent, out TValue value) where TValue : struct, new();
public static void ReadValueIntoBuffer(this InputControl control, void* buffer, int bufferSize);
public static void WriteValueFromObjectIntoEvent(this InputControl control, LowLevel.InputEventPtr eventPtr, object value);
public static void WriteValueIntoEvent<TValue>(this InputControl control, TValue value, LowLevel.InputEventPtr eventPtr) where TValue : struct, new();
public static void WriteValueIntoEvent<TValue>(this UnityEngine.InputSystem.InputControl<TValue> control, TValue value, LowLevel.InputEventPtr eventPtr) where TValue : struct, new();
public static void WriteValueIntoState(this InputControl control, void* statePtr);
public static void WriteValueIntoState<TValue>(this UnityEngine.InputSystem.InputControl<TValue> control, void* statePtr) where TValue : struct, new();
public static void WriteValueIntoState<TValue>(this InputControl control, TValue value, void* statePtr) where TValue : struct, new();
public static void WriteValueIntoState<TValue>(this UnityEngine.InputSystem.InputControl<TValue> control, TValue value, void* statePtr) where TValue : struct, new();
public static void WriteValueIntoState<TValue, TState>(this UnityEngine.InputSystem.InputControl<TValue> control, TValue value, ref TState state) where TValue : struct, new() where TState : struct, LowLevel.IInputStateTypeInfo, new();
}
public enum InputControlLayoutChange
{
Added = 0,
Removed = 1,
Replaced = 2,
}
public struct InputControlList<TControl> : System.Collections.Generic.ICollection<TControl>, System.Collections.Generic.IEnumerable<TControl>, System.Collections.Generic.IList<TControl>, System.Collections.Generic.IReadOnlyCollection<TControl>, System.Collections.Generic.IReadOnlyList<TControl>, System.Collections.IEnumerable, System.IDisposable where TControl : InputControl
{
public int Capacity { get; set; }
public int Count { get; }
public bool IsReadOnly { get; }
public TControl this[int index] { get; set; }
public InputControlList(params TControl[] values) {}
public InputControlList(System.Collections.Generic.IEnumerable<TControl> values, Unity.Collections.Allocator allocator = Unity.Collections.Allocator.Persistent) {}
public InputControlList(Unity.Collections.Allocator allocator, int initialCapacity = 0) {}
public void Add(TControl item);
public void AddRange(System.Collections.Generic.IEnumerable<TControl> list, int count = -1, int destinationIndex = -1);
public void AddSlice<TList>(TList list, int count = -1, int destinationIndex = -1, int sourceIndex = 0) where TList : System.Collections.Generic.IReadOnlyList<TControl>;
public void Clear();
public bool Contains(TControl item);
public void CopyTo(TControl[] array, int arrayIndex);
public void Dispose();
public System.Collections.Generic.IEnumerator<TControl> GetEnumerator();
public int IndexOf(TControl item);
public void Insert(int index, TControl item);
public bool Remove(TControl item);
public void RemoveAt(int index);
public void Sort<TCompare>(int startIndex, int count, TCompare comparer) where TCompare : System.Collections.Generic.IComparer<TControl>;
public void SwapElements(int index1, int index2);
public TControl[] ToArray(bool dispose = false);
public override string ToString();
}
public static class InputControlPath
{
public const string DoubleWildcard = @"**";
public const char Separator = /;
public const string Wildcard = @"*";
public static string Combine(InputControl parent, string path);
public static bool Matches(string expected, InputControl control);
public static bool MatchesPrefix(string expected, InputControl control);
public static string ToHumanReadableString(string path, InputControlPath.HumanReadableStringOptions options = InputControlPath.HumanReadableStringOptions.None, InputControl control = default(InputControl));
public static string ToHumanReadableString(string path, out string deviceLayoutName, out string controlPath, InputControlPath.HumanReadableStringOptions options = InputControlPath.HumanReadableStringOptions.None, InputControl control = default(InputControl));
public static TControl TryFindChild<TControl>(InputControl control, string path, int indexInPath = 0) where TControl : InputControl;
public static InputControl TryFindChild(InputControl control, string path, int indexInPath = 0);
public static TControl TryFindControl<TControl>(InputControl control, string path, int indexInPath = 0) where TControl : InputControl;
public static InputControl TryFindControl(InputControl control, string path, int indexInPath = 0);
public static InputControl[] TryFindControls(InputControl control, string path, int indexInPath = 0);
public static int TryFindControls<TControl>(InputControl control, string path, int indexInPath, ref UnityEngine.InputSystem.InputControlList<TControl> matches) where TControl : InputControl;
public static int TryFindControls(InputControl control, string path, ref UnityEngine.InputSystem.InputControlList<InputControl> matches, int indexInPath = 0);
public static string TryGetControlLayout(string path);
public static string TryGetDeviceLayout(string path);
public static string[] TryGetDeviceUsages(string path);
[System.Flags] public enum HumanReadableStringOptions
{
None = 0,
OmitDevice = 2,
UseShortNames = 4,
}
}
public struct InputControlScheme : System.IEquatable<InputControlScheme>
{
public string bindingGroup { get; set; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<InputControlScheme.DeviceRequirement> deviceRequirements { get; }