public static class InputControlPathThe text form of an InputControl: <Gamepad>/leftStick/x.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Text, because it has to survive things a struct cannot. A binding lives in a .vxinput under version control, in a player's saved rebindings, and in a diff someone reviews — all places where (3, 32, 0) is unreadable and, worse, silently wrong the day a control is inserted into the middle of an enum. The path is the stable name; the struct is the fast one.
A path may name a pair. <Gamepad>/leftStick is a two-dimensional control and binding it to a vector action should not require the author to write two bindings and a composite. So parsing yields an X control and, where the path names a two-dimensional thing, a Y as well.
Parsing is case-insensitive and formatting is camelCase, which is the same rule the rest of the engine's authored files follow.
Methods (5)
public static bool TryParse(string? path, out InputControl control)Reads a path.
public static bool TryParse(string? path, out InputControl x, out InputControl y)Reads a path, which may name a two-dimensional control.
public static string Format(InputControl control)Writes a control as a path.
public static string Format(InputControl x, InputControl y)Writes a pair of controls as the one path that names both.
public static string Describe(InputControl control)What to show a player who is looking at this binding.
Used by (7)
- InputBindingVixen.Input
- InputBindingConflictVixen.Input
- InputBindingPartVixen.Input
- InputControlVixen.Input
- InputControlPathTestsVixen.Input.Tests
- InputRebindingOperationVixen.Input
- InputActionsViewVixen.Editor.AssetEditors