Input Handler
Get Fire
Returns true if the fire/shoot input is pressed.
if(InputHandler.GetFire())
{
Debug.Log("Fire button pressed");
}
Get Jump
Returns true if the jump input is pressed.
if(InputHandler.GetJump())
{
Debug.Log("Jump button pressed");
}
Get Crouch
Returns true if the crouch input is pressed.
if(InputHandler.GetCrouch())
{
Debug.Log("Crouch button pressed");
}
Get Sprint
Returns true if the sprint input is pressed.
if(InputHandler.GetSprint())
{
Debug.Log("Sprint button pressed");
}
Get Reload
Returns true if the reload input is pressed.
if(InputHandler.GetReload())
{
Debug.Log("Reload button pressed");
}
Get Inventory
Returns true if the inventory input is pressed.
if(InputHandler.GetInventory())
{
Debug.Log("Inventory button pressed");
}
Get Interact
Returns true if the interact input is pressed.
if(InputHandler.GetInteract())
{
Debug.Log("Interact button pressed");
}
Get Map
Returns true if the map input is pressed.
if(InputHandler.GetMap())
{
Debug.Log("Map button pressed");
}
Get Previous
Returns true if the previous input is pressed.
if(InputHandler.GetPrevious())
{
Debug.Log("Previous button pressed");
}
Get Next
Returns true if the next input is pressed.
if(InputHandler.GetBack())
{
Debug.Log("Back button pressed");
}
Get Pause
Returns true if the next input is pressed.
if(InputHandler.GetPause())
{
Debug.Log("Pause button pressed");
}
Get Left
Returns true if the left mouse button is pressed.
if(InputHandler.GetLeft())
{
Debug.Log("Left button pressed");
}
Get Right
Returns true if the right mouse button is pressed.
if(InputHandler.GetRight())
{
Debug.Log("Right button pressed");
}
Get Swipe
Returns a directional enum (None, Left, Right, Up, Down) based on swipe gesture input.
if(InputHandler.GetSwipe() == InputHandler.SwipeLeft)
{
Debug.Log("Swipe left detected");
}
if(InputHandler.GetSwipe() == InputHandler.SwipeRight)
{
Debug.Log("Swipe right detected");
}
Get Move
Returns a Vector2 representing directional input (WASD, joystick, etc.).
if(InputHandler.GetMove() != Vector2.zero)
{
Debug.Log("Movement detected: " + InputHandler.GetMove());
}
Get Screen Position
Returns the input's position in screen coordinates (e.g., mouse or touch location).
if(InputHandler.GetScreenPosition() != Vector2.zero)
{
Debug.Log("Screen position detected: " +
InputHandler.GetScreenPosition());
}
Get World Position
Returns the input's position in world coordinates (e.g., mouse or touch location).
if(InputHandler.GetWorldPosition() != Vector2.zero)
{
Debug.Log("World position detected: " +
InputHandler.GetWorldPosition());
}
Get Cast 2D
Performs a 2D raycast from the pointer and returns a Collider2D hit.
Collider2D hit2D = InputHandler.GetCast2D();
if (hit2D != null) Debug.Log("2D Object hit: " + hit2D.name);
Get Cast 3D
Performs a 3D raycast and returns a Collider hit.
Collider hit3D = InputHandler.GetCast3D();
if (hit3D != null) Debug.Log("3D Object hit: " + hit3D.name);
Get Cast Rect
Raycasts UI elements and returns a RectTransform if something was hit.
RectTransform uiHit = InputHandler.GetCastRect();
if (uiHit != null) Debug.Log("UI Element hit: " + uiHit.name);
Get Key<T>
Fetches a custom input value (bool, float, Vector2, etc.) by action name defined in the Input Actions asset.
float customFloat = InputHandler.GetKey<float>("CustomFloat");
Vector2 customVector2 = InputHandler.GetKey<Vector2>("CustomVector2");
bool customBool = InputHandler.GetKey<bool>("CustomBool");
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