| bool get_inputIsActive() | Public+1 flags | | 0x01 |
| bool get_active() | Public+1 flags | | 0x01 |
| int get_playerIndex() | Public+1 flags | | 0x04 |
| int get_splitScreenIndex() | Public+1 flags | | 0x04 |
| InputActionAsset get_actions() | Public+1 flags | | 0x08 |
| void set_actions(InputActionAsset value) | Public+1 flags | | 0x08 |
| string get_currentControlScheme() | Public+1 flags | | 0x08 |
| string get_defaultControlScheme() | Public+1 flags | | 0x08 |
| void set_defaultControlScheme(const string& value) | Public+1 flags | | 0x08 |
| bool get_neverAutoSwitchControlSchemes() | Public+1 flags | | 0x01 |
| void set_neverAutoSwitchControlSchemes(bool value) | Public+1 flags | | 0x01 |
| InputActionMap get_currentActionMap() | Public+1 flags | | 0x08 |
| void set_currentActionMap(InputActionMap value) | Public+1 flags | | 0x08 |
| string get_defaultActionMap() | Public+1 flags | | 0x08 |
| void set_defaultActionMap(const string& value) | Public+1 flags | | 0x08 |
| PlayerNotifications get_notificationBehavior() | Public+1 flags | | 0x04 |
| void set_notificationBehavior(const PlayerNotifications& value) | Public+1 flags | | 0x04 |
| ReadOnlyArray<UnityEngine.InputSystem.PlayerInput.ActionEvent> get_actionEvents() | Public+1 flags | | 0x10 |
| void set_actionEvents(const ReadOnlyArray<UnityEngine.InputSystem.PlayerInput.ActionEvent>& value) | Public+1 flags | | 0x10 |
| DeviceLostEvent get_deviceLostEvent() | Public+1 flags | | 0x08 |
| DeviceRegainedEvent get_deviceRegainedEvent() | Public+1 flags | | 0x08 |
| ControlsChangedEvent get_controlsChangedEvent() | Public+1 flags | | 0x08 |
| void add_onActionTriggered(Action<UnityEngine.InputSystem.InputAction.CallbackContext> value) | Public+1 flags | | 0x08 |
| void remove_onActionTriggered(Action<UnityEngine.InputSystem.InputAction.CallbackContext> value) | Public+1 flags | | 0x08 |
| void add_onDeviceLost(Action<UnityEngine.InputSystem.PlayerInput> value) | Public+1 flags | | 0x08 |
| void remove_onDeviceLost(Action<UnityEngine.InputSystem.PlayerInput> value) | Public+1 flags | | 0x08 |
| void add_onDeviceRegained(Action<UnityEngine.InputSystem.PlayerInput> value) | Public+1 flags | | 0x08 |
| void remove_onDeviceRegained(Action<UnityEngine.InputSystem.PlayerInput> value) | Public+1 flags | | 0x08 |
| void add_onControlsChanged(Action<UnityEngine.InputSystem.PlayerInput> value) | Public+1 flags | | 0x08 |
| void remove_onControlsChanged(Action<UnityEngine.InputSystem.PlayerInput> value) | Public+1 flags | | 0x08 |
| Camera get_camera() | Public+1 flags | | 0x08 |
| void set_camera(Camera value) | Public+1 flags | | 0x08 |
| InputSystemUIInputModule get_uiInputModule() | Public+1 flags | | 0x08 |
| void set_uiInputModule(InputSystemUIInputModule value) | Public+1 flags | | 0x08 |
| InputUser get_user() | Public+1 flags | | 0x04 |
| ReadOnlyArray<UnityEngine.InputSystem.InputDevice> get_devices() | Public+1 flags | | 0x10 |
| bool get_hasMissingRequiredDevices() | Public+1 flags | | 0x01 |
| ReadOnlyArray<UnityEngine.InputSystem.PlayerInput> get_all() | PublicStatic+1 flags | | 0x10 |
| bool get_isSinglePlayer() | PublicStatic+1 flags | | 0x01 |
| uint8 GetDevice() | Public | — | 0x00 |
| void ActivateInput() | Public | | 0x00 |
| void DeactivateInput() | Public | | 0x00 |
| void PassivateInput() | Public | | 0x00 |
| bool SwitchCurrentControlScheme(const InputDevice[]& devices) | Public | | 0x08 |
| void SwitchCurrentControlScheme(const string& controlScheme, const InputDevice[]& devices) | Public | | 0x08 |
| void SwitchCurrentActionMap(const string& mapNameOrId) | Public | | 0x08 |
| PlayerInput GetPlayerByIndex(int playerIndex) | PublicStatic | | 0x08 |
| PlayerInput FindFirstPairedToDevice(InputDevice device) | PublicStatic | | 0x08 |
| PlayerInput Instantiate(GameObject prefab, int playerIndex, const string& controlScheme, int splitScreenIndex, InputDevice pairWithDevice) | PublicStatic | | 0x08 |
| PlayerInput Instantiate(GameObject prefab, int playerIndex, const string& controlScheme, int splitScreenIndex, const InputDevice[]& pairWithDevices) | PublicStatic | | 0x08 |
| PlayerInput DoInstantiate(GameObject prefab) | PrivateStatic | | 0x08 |
| void InitializeActions() | Private | | 0x00 |
| void UninitializeActions() | Private | | 0x00 |
| void InstallOnActionTriggeredHook() | Private | | 0x00 |
| void UninstallOnActionTriggeredHook() | Private | | 0x00 |
| void OnActionTriggered(const CallbackContext& context) | Private | | 0x10 |
| void CacheMessageNames() | Private | | 0x00 |
| void ClearCaches() | Private | | 0x00 |
| void AssignUserAndDevices() | Private | | 0x00 |
| bool HaveBindingForDevice(InputDevice device) | Private | | 0x08 |
| void UnassignUserAndDevices() | Private | | 0x00 |
| bool TryToActivateControlScheme(const InputControlScheme& controlScheme) | Private | | 0x18 |
| void AssignPlayerIndex() | Private | | 0x00 |
| void OnEnable() | Private | | 0x00 |
| void StartListeningForUnpairedDeviceActivity() | Private | | 0x00 |
| void StopListeningForUnpairedDeviceActivity() | Private | | 0x00 |
| void StartListeningForDeviceChanges() | Private | | 0x00 |
| void StopListeningForDeviceChanges() | Private | | 0x00 |
| void OnDisable() | Private | | 0x00 |
| void DebugLogAction(const CallbackContext& context) | Public | | 0x10 |
| void HandleDeviceLost() | Private | | 0x00 |
| void HandleDeviceRegained() | Private | | 0x00 |
| void HandleControlsChanged() | Private | | 0x00 |
| void OnUserChange(const InputUser& user, const InputUserChange& change, InputDevice device) | PrivateStatic | | 0x08 |
| bool OnPreFilterUnpairedDeviceUsed(InputDevice device, const InputEventPtr& eventPtr) | PrivateStatic | | 0x08 |
| void OnUnpairedDeviceUsed(InputControl control, const InputEventPtr& eventPtr) | Private | | 0x08 |
| void OnDeviceChange(InputDevice device, const InputDeviceChange& change) | Private | | 0x08 |
| void SwitchControlSchemeInternal(ref InputControlScheme& controlScheme, const InputDevice[]& devices) | Private | | 0x18 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |