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    Class PlayerInputCreator.Input

    Everything needed to create or update the PlayerInput asset chain.

    Inheritance
    object
    PlayerInputCreator.Input
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.InputGateway.Installation.Editor.Builder
    Assembly: Serenity.UnityPlayerInput.Installation.Editor.dll
    Syntax
    public sealed class PlayerInputCreator.Input

    Constructors

    Input()

    Declaration
    public Input()

    Fields

    CancelActionName

    Declaration
    public string CancelActionName
    Field Value
    Type Description
    string

    ChangeInterval

    Declaration
    public float ChangeInterval
    Field Value
    Type Description
    float

    ConsecutiveChangesBeforeSpeedUp

    Declaration
    public int ConsecutiveChangesBeforeSpeedUp
    Field Value
    Type Description
    int

    DeviceFilter

    Declaration
    public PlayerInputCreator.DeviceFilterInput DeviceFilter
    Field Value
    Type Description
    PlayerInputCreator.DeviceFilterInput

    DuplicateIdSearchFolder

    Folder Serenity.Global.Infrastructure.Editor.SerenityAssetIdLookup.FindIdMatchesAnywhereExcept``1(System.String,Serenity.Global.Infrastructure.Editor.SerenityAssetIdLookup.IdMatches{``0},System.String) searches for a duplicate Id on any of the four asset types — a test seam mirroring RoutingFallbackSearchFolder. Empty (the production default) scans the whole project, matching what "a duplicate anywhere" means at authoring time; a test pins this to its own fixture folder so the check never depends on whether the real project happens to already ship a same-Id asset elsewhere (the project ships a full PlayerInput sample chain under Assets/Serenity/Media/PlayerInput/ whose Ids are close or identical to this engine's own field defaults).

    Declaration
    public string DuplicateIdSearchFolder
    Field Value
    Type Description
    string

    FastChangeInterval

    Declaration
    public float FastChangeInterval
    Field Value
    Type Description
    float

    Id

    Declaration
    public string Id
    Field Value
    Type Description
    string

    InputAsset

    Declaration
    public InputActionAsset InputAsset
    Field Value
    Type Description
    InputActionAsset

    JoinGate

    Declaration
    public PlayerInputCreator.JoinGateInput JoinGate
    Field Value
    Type Description
    PlayerInputCreator.JoinGateInput

    Mode

    Declaration
    public PlayerInputCreator.CreationMode Mode
    Field Value
    Type Description
    PlayerInputCreator.CreationMode

    NavigateActionName

    Declaration
    public string NavigateActionName
    Field Value
    Type Description
    string

    OnPrimaryJoinTask

    Assigned as-is (or preserved on update) — see the type doc; never authored here.

    Declaration
    public UnityReflectionCallTaskDefinition OnPrimaryJoinTask
    Field Value
    Type Description
    UnityReflectionCallTaskDefinition

    OutputFolderPath

    Folder every asset this run touches is created under and searched (by-Id, non-recursive intent but implemented via UnityEditor.AssetDatabase.FindAssets(System.String,System.String[]), which IS recursive — see FindExistingByIdInFolder<TSettings>) for an existing same-Id asset to update in place.

    Declaration
    public string OutputFolderPath
    Field Value
    Type Description
    string

    PlayerPrefab

    Authored as a prefab UnityEngine.GameObject — see the type doc for why this engine resolves its UnityEngine.InputSystem.PlayerInput component rather than requiring the caller to hunt for it.

    Declaration
    public GameObject PlayerPrefab
    Field Value
    Type Description
    GameObject

    RegisterAsAddressables

    Declaration
    public bool RegisterAsAddressables
    Field Value
    Type Description
    bool

    Routing

    Declaration
    public PlayerInputCreator.RoutingInput Routing
    Field Value
    Type Description
    PlayerInputCreator.RoutingInput

    RoutingFallbackSearchFolder

    Folder Serenity.InputGateway.Installation.Editor.Builder.PlayerInputCreator.ValidateSinglePlayerRoutingFallback(Serenity.InputGateway.Installation.Editor.Builder.PlayerInputCreator.Input,Serenity.Global.Infrastructure.Editor.SerenityCreationValidationResult) searches for an existing Serenity.InputGateway.Infrastructure.Settings.UnityPlayerInputRoutingSettings tagged PLAYER_INPUT — a test seam mirroring Serenity.GameMode.Installation.Editor.Builder.GameModeSettingsCreator's PlayerInputSettingsSearchFolder. Empty (the production default) scans the whole project, matching what the runtime's own Addressables-label fallback actually searches; a test pins this to its own fixture folder so the check never depends on whether the real project happens to already ship a labeled routing asset elsewhere.

    Declaration
    public string RoutingFallbackSearchFolder
    Field Value
    Type Description
    string

    SubmitActionName

    Declaration
    public string SubmitActionName
    Field Value
    Type Description
    string

    UiActionMapName

    Declaration
    public string UiActionMapName
    Field Value
    Type Description
    string
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