public enum InputActionPhaseWhere an action is in its lifecycle.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Unity's five, because the four an engine reaches for first — pressed, held, released, nothing — cannot express an interaction that starts and then fails: a hold that was released early has to end without having acted, and a state machine with no Canceled has to report it as a release, which is exactly the frame a charge-attack fires on when it should not.
Fields and properties (5)
DisabledThe action is not enabled and will report nothing.
WaitingEnabled, and nothing is happening.
StartedA control was actuated and an interaction is watching it.
PerformedThe interaction's condition was met. This is the frame a game acts on.
CanceledThe interaction ended without being met, or the control was released.
Used by (3)
- InputActionVixen.Input
- InputActionContextVixen.Input
- InputActionTestsVixen.Input.Tests