Input Manual     Reference     Scripting  
Scripting > Runtime Classes > Input
Input Class

Interface into the Input system.

Use this class to read the axes set up in the Input Manager.

To read an axis use Input.GetAxis with one of the following default axes: "Horizontal" and "Vertical" are mapped to joystick, A, W, S, D and the arrow keys. "Mouse X" and "Mouse Y" are mapped to the mouse delta. "Fire1", "Fire2" "Fire3" are mapped to Ctrl, Alt, Cmd keys and three mouse or joystick buttons. New input axes can be added in the Input Manager.

If you are using input for any kind of movement behaviour use Input.GetAxis. It gives you smoothed and configurable input that can be mapped to keyboard, joystick or mouse.

Use Input.GetButton for action like events only. Don't use it for movement, Input.GetAxis will make the script code smaller and simpler.

Note also that the Input flags are not reset until "Update()", so its suggested you make all the Input Calls in the Update Loop.

Class Variables
mousePosition

The current mouse position in pixel coordinates. (Read Only)

anyKey

Is any key or mouse button currently held down? (Read Only)

anyKeyDown

Returns true the first frame the user hits any key or mouse button (Read Only).

inputString

Returns the keyboard input entered this frame (Read Only).

Class Functions
GetAxis

Returns the value of the virtual axis identified by axisName.

GetAxisRaw

Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.

GetButton

Returns true while the virtual button identified by buttonName is held down.

GetButtonDown

Returns true during the frame the user pressed down the virtual button identified by buttonName.

GetButtonUp

Returns true the first frame the user releases the virtual button identified by buttonName.

GetKey

Returns true while the user holds down the key identified by name. Think auto fire.

GetKeyDown

Returns true during the frame the user starts pressing down the key identified by name.

GetKeyUp

Returns true during the frame the user releases the key identified by name.

GetJoystickNames

Returns an array of stings describing the connected joysticks.

GetMouseButton

Returns whether the the given mouse button is held down.

GetMouseButtonDown

Returns true during the frame the user pressed the given mouse button.

GetMouseButtonUp

Returns true during the frame the user releases the given mouse button.

ResetInputAxes

Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.