InputAction Actions
Configure your input in the Input Actions editor, then reference those actions in PlayMaker using Input Action actions.
Unity API
Actions that directly wrap Unity InputAction methods or properties link to the corresponding InputAction API reference.
These actions give you direct control over individual InputActions - reading values, listening for events, and checking action phases.
Terminology
Understanding the Input System’s action phases will help you work with the actions correctly:
Started
The action has begun.
For buttons, this usually occurs on the initial press.
Performed
The action has been fully triggered.
For buttons: when the press threshold is crossed
For continuous controls (axes, sticks): when the action produces a usable value
Canceled
The action did not complete normally.
Examples: button released early, movement interrupted, action disabled.
In Progress
The action is currently between Started and Performed, or in an active hold state.
Pressed
A convenience check meaning:
“The action’s current value has crossed the press threshold and has not yet released.”
Triggered This Frame
The action’s Performed phase occurred at least once during the current frame.
Action Maps
Actions to manage groups of Input Actions:
Input Action Map Enable/Disable
Enable/disable an entire Action Map and all actions inside it.
Input Action Asset Enable/Disable
Enable/disable all maps and actions inside an Input Action Asset.
Tip
Input Actions must be enabled before you can use them.
Input Actions
Use these actions to interface with Unity’s InputAction operations:
Input Action Started
Send an event when the action enters the Started phase.
Input Action Performed
Send an event when the action enters the Performed phase.
Input Action Cancelled
Send an event when the action enters the Canceled phase.
Read Float Value
Read the action’s float value.
Useful for triggers, single-axis controls, analog values, etc.
Read Vector2 Value
Read the action’s Vector2 value.
Useful for movement, aiming, joysticks, mouse deltas, touchpads, etc.
Read Vector3 Value
Read the action’s Vector3 value.
Read Quaternion Value
Read the action’s Quaternion value.
Read Bool Value
Check whether the action is pressed (has crossed the press threshold).
Check Is In Progress
Check whether the action is currently in progress
(i.e., Started but not yet Performed, or in a hold stage).
Check Was Performed This Frame
Check whether the action entered the Performed phase at any time during the current frame.
Input Action Enable
Enable the selected InputAction so that it begins listening for controls.
Input Action Disable
Disable the selected InputAction.
Enable/Disable Input Actions
Actions for enabling and disabling an entire Input Action Asset.
These operate on all action maps and actions contained in the asset.
| Action | Description |
|---|---|
| Input Action Asset Enable | Enables all input action maps and actions in an Input Action Asset. |
| Input Action Asset Disable | Disables all input action maps and actions in an Input Action Asset. |
Notes
- If no asset is assigned, the action does nothing and logs a warning.
- Use these when switching big gameplay modes (for example Gameplay/UI/Pause bundles).
Custom Actions
PlayMaker extends the InputAction API with helper actions:
Generates a virtual 2D joystick value from mouse movement.
Supports dead zone, optional re-centering, and optional UI handle visualization.
Adds optional smoothing to the Read Float Value action.