

You can use this to access the axis from scripts.ĭescriptive Name, Descriptive Negative Name To see more about these axes, open the Input Manager window, and click the arrow next to any axis name to expand its properties.Įach input axis has the following properties: PropertyĪxis name. These axes enable you to use keyboard, mouse, and joystick input in your Project straight away. Virtual axesĮvery Project you create has a number of input axes created by default. Note, you should not read key input for in-game text input, because this will not allow users to enter non-Latin characters. This means if you specify the “Q” key, it will always be the left-most letter on the first row of letter keys, even if the user’s keyboard has a different letter in that position. With Physical Keys enabled, Unity uses a generic ANSI/ISO “Qwerty” layout to represent the physical location of the keys regardless of the user’s actual layout. This means if you scripted specific controls to use the well known “WASD” keys for movement, they would not be in the correct physical arrangement (like the arrow-key arrangement) on an AZERTY-layout keyboard.


The Physical keys option allows you to map key codes to the physical keyboard layout, rather than to the language-specific layout that may vary between users in different regions.įor example, on some keyboards the first row of letters reads “QWERTY”, and on others it reads “AZERTY”.
#Joystick sensitivity and motion range code#
You can use this value in your scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. When the user activates the control, the axis receives a value in the range of.
