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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:

Mouse Virtual Joystick

Generates a virtual 2D joystick value from mouse movement.
Supports dead zone, optional re-centering, and optional UI handle visualization.

Read Float Value Smooth

Adds optional smoothing to the Read Float Value action.