SInput
Functions
GetKeyDown
bool GetKeyDown (string key)
Returns true if 'key' was pressed during this frame.
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.GetKeyDown("space") then
Space.Log("Jump Key Down")
end
end
thisGameObject.OnUpdate(OnUpdate) GetKeyUp
bool GetKeyUp (string key)
Returns true if 'key' is no longer pressed during this frame (but was in the last).
GetKey
bool GetKey (string key)
Returns true if 'key' is being held pressed.
GetMouseDown
bool GetMouseDown (int button)
Returns true if mouse 'button' was pressed during this frame.
button
int
button values are 0 for the primary button (often the left button), 1 for secondary button, and 2 for the middle button.
GetMouseUp
bool GetMouseUp (int button)
Returns true if mouse 'button' is no longer pressed during this frame (but was in the last).
button
int
button values are 0 for the primary button (often the left button), 1 for secondary button, and 2 for the middle button.
GetMouseHold
bool GetMouseHold (int button)
Returns true if mouse 'button' is being held pressed.
button
int
button values are 0 for the primary button (often the left button), 1 for secondary button, and 2 for the middle button.
Vibrate
void Vibrate (float intensity, float duration, bool leftHand)
Vibrates the controller (or phone, or gamepad) if a rumble device is present.
intensity
float
Intensity of the vibration from 0.0 to 1.0
duration
float
Duration of the vibration. Maximum 1.0 second.
leftHand
bool
If true the vibration will be on the left hand and if false on the right hand (where applicable)
Properties
ScrollWheel
float ScrollWheel get
Returns a non-0 value if the mouse wheel is being scrolled, value usually ranges from -1 to 1**.**
MousePosition
SVector MousePosition get
Returns the current position of the mouse in screen pixels. If on a touch screen device, this will also return the location of the first finger being pressed.
MovementAxis
SVector MovementAxis get
Returns left/right (A/D) movement on X, forward/back (W/S) on Y, and up/down (E/C) on Z.
TurnAxis
SVector? TurnAxis get
Returns the Turn Axis (-1 to 1 on Vector's X value).
MouseLook
bool MouseLook get set
Enable or disable Mouse Look feature.
MouseX
float MouseX get
Returns a float representing the Mouse/Right Joystick horizontal movement. If the value is positive the movement is upwards. If the value is negative the movement is downwards. The value is derived by multiplying mouse delta with axis sensitivity. This is frame-rate independent; you do not need to be concerned about varying frame-rates when using this value.
MouseY
float MouseY get
Returns a float representing the Mouse/Right Joystick vertical movement. If the value is positive the movement is to the right. If the value is negative the movement is to the left. The value is derived by multiplying mouse delta with axis sensitivity. This is frame-rate independent; you do not need to be concerned about varying frame-rates when using this value.
ClickToWalk
SVector? TurnAxis get
Returns the Turn Axis (-1 to 1 on Vector's X value).
Fire
bool Fire get
Return true if primary fire is pressed (Mouselook Mode).
AltFire
bool AltFire get
Return true if alternative fire is pressed (Mouselook Mode)
CursorInUI
bool CursorInUI get
Returns true if the cursor is over the Sinespace UI.
IsVRAvailable
bool IsVRAvailable get
Returns true if VR is available.
IsVRActive
bool IsVRActive get
Returns true if VR is active.
VRLeftControllerPosition
SVector? VRLeftControllerPosition get
Returns position of Left VR Controller.
VRRightControllerPosition
SVector? VRRightControllerPosition get
Returns position of Right VR Controller.
VRLeftControllerRotation
SQuaternion? VRLeftControllerRotation get
Returns rotation of Left VR Controller.
VRRightControllerRotation
SQuaternion? VRRightControllerRotation get
Returns rotation of Right VR Controller.
Input Key Names
Key names follow these naming conventions:
Key family
Naming convention
Letter keys
a, b, c…
Number keys
1, 2, 3…
Arrow keys
up, down, left, right
Numpad keys
[1], [2], [3], [+], [equals]…
Modifier keys
right shift, left shift, right ctrl, left ctrl, right alt, left alt, right cmd, left cmd
Special keys
backspace, tab, return, escape, space, delete, enter, insert, home, end, page up, page down
Function keys
f1, f2, f3…
Mouse buttons are named mouse 0, mouse 1, mouse 2, and so on.
Joystick buttons follow these naming conventions:
Button origin
Naming convention
A specific button on any joystick
joystick button 0, joystick button 1, joystick button 2…
A specific button on a specific joystick
joystick 1 button 0, joystick 1 button 1, joystick 2 button 0…
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