Class PlayerInputCreator.Input
Everything needed to create or update the PlayerInput asset chain.
Inheritance
PlayerInputCreator.Input
Assembly: Serenity.UnityPlayerInput.Installation.Editor.dll
public sealed class PlayerInputCreator.Input
Constructors
Declaration
Fields
Declaration
public string CancelActionName
Field Value
Declaration
public float ChangeInterval
Field Value
Declaration
public int ConsecutiveChangesBeforeSpeedUp
Field Value
Declaration
public PlayerInputCreator.DeviceFilterInput DeviceFilter
Field Value
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
Declaration
public float FastChangeInterval
Field Value
Declaration
Field Value
Declaration
public InputActionAsset InputAsset
Field Value
| Type |
Description |
| InputActionAsset |
|
Declaration
public PlayerInputCreator.JoinGateInput JoinGate
Field Value
Declaration
public PlayerInputCreator.CreationMode Mode
Field Value
Declaration
public string NavigateActionName
Field Value
Assigned as-is (or preserved on update) — see the type doc; never authored here.
Declaration
public UnityReflectionCallTaskDefinition OnPrimaryJoinTask
Field Value
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
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 |
|
Declaration
public bool RegisterAsAddressables
Field Value
Declaration
public PlayerInputCreator.RoutingInput Routing
Field Value
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
Declaration
public string SubmitActionName
Field Value
Declaration
public string UiActionMapName
Field Value