The Input object allows users to connect a gamepad, keyboard, or XR controller as a trigger input in the State Machine.

Supported Input types

As of today, 5 devices are supported for Inputs:

Adding an Input to a scene

To enable custom button mapping as input, you first need to add an Input object into your scene. There are two options for adding an Input to a scene:

You can add an Input from the objects menu on the top bar.

You can add an Input from the objects menu on the top bar.

You can also add an Input by typing “input” in the Command Center.

You can also add an Input by typing “input” in the Command Center.

Input Properties

Inputs offer the ability to bind keys and buttons to actions. These actions can be used in the state machine to trigger events.

Setting Actions

Once an Input object is selected in the scene, you can set actions in the Input properties panel. By default, there are 4 actions available and three platforms: Desktop, gamepad, and XR.

You can add an action by clicking the ‘plus’ button on the top right, or remove an action with the ‘minus’ button.

You can also disable Inputs with the power icon.

Actions can be set by drop downs.

Actions can be set by drop downs.

Drop downs next to each platform show all available button options.

Drop downs next to each platform show all available button options.

Using Inputs in State Machine

To use Inputs in the State Machine, simply select your transition, and select “Input start” or “Input end”. “Input start” signifies when a button is pressed down, and “Input end” signifies when a button is released.