Scylla Framework
  • API Reference
Search Results for

    Show / Hide Table of Contents
    • Scylla.Input
      • AutoResolveChange
      • AutoResolveResult
      • BindingConflict
      • BindingStorageSettings
      • BindingStorageType
      • BridgeSettings
      • BufferedInput
      • ConfigActionEntry
      • ConfigActionGroup
      • ConfigBindingEntry
      • ConfigConflict
      • ConfigGroupExclusion
      • ConfigLayout
      • ConfigLayout.Builder
      • ConfigLayoutColumnDefinition
      • ConfigLayoutConflictScope
      • ConfigLayoutDefinition
      • ConfigLayoutExclusionDefinition
      • ConfigLayoutGroupDefinition
      • ConfigLayoutGroupMode
      • ConfigLayoutMemberReference
      • ConfigLayoutValidationMessage
      • ConfigLayoutValidationSeverity
      • ConfigSchemeGroup
      • ContextConflictScope
      • ContextValidationMessage
      • ContextValidationSeverity
      • ControlScheme
      • ControlSchemeChangedEvent
      • ControlSchemeManager
      • ControlSchemeType
      • GamepadButton
      • GamepadType
      • IBindingStorage
      • IControlSchemeManager
      • IInputActionManager
      • IInputBindingManager
      • IInputBridgeManager
      • IInputBufferManager
      • IInputConflictScope
      • IInputContextManager
      • IInputControlAliasResolver
      • IInputHintsManager
      • IInputListener
      • IInputRebindabilityProvider
      • IScyllaInputBridge
      • IdentityControlAliasResolver
      • InputActionCanceledEvent
      • InputActionManager
      • InputActionMapNode
      • InputActionMetadata
      • InputActionNode
      • InputActionPerformedEvent
      • InputActionStartedEvent
      • InputActionsDocument
      • InputActionsDocumentIO
      • InputActionsJSONKeys
      • InputAnnotation
      • InputAssetInfo
      • InputBindingGroups
      • InputBindingManager
      • InputBindingMetadata
      • InputBindingNode
      • InputBindingsLoadedEvent
      • InputBindingsSavedEvent
      • InputBridgeManager
      • InputBridgeQueryMode
      • InputBufferConsumedEvent
      • InputBufferManager
      • InputBufferedEvent
      • InputCodegenSettings
      • InputCompositeUtil
      • InputConflictEngine
      • InputConflictPair
      • InputConflictPolicy
      • InputConflictReason
      • InputConflictRecord
      • InputConflictRecordBuilder
      • InputConflictResolution
      • InputConflictSet
      • InputContext
      • InputContextChangedEvent
      • InputContextDefinition
      • InputContextExclusivity
      • InputContextManager
      • InputContextPoppedEvent
      • InputContextPushedEvent
      • InputControlAliasEntry
      • InputControlAliasResolver
      • InputControlAliasScope
      • InputControlPathUtil
      • InputControlSchemeNode
      • InputDeviceChangedEvent
      • InputDeviceConnectedEvent
      • InputDeviceDisconnectedEvent
      • InputDeviceType
      • InputDeviceUtil
      • InputDisabledEvent
      • InputEnabledEvent
      • InputEventType
      • InputHint
      • InputHintChangedEvent
      • InputHintsManager
      • InputIconSet
      • InputIconSet.IconMapping
      • InputIconSetChangedEvent
      • InputInteractionKind
      • InputInteractionResolver
      • InputInteractionSignature
      • InputJSONMember
      • InputJSONNode
      • InputJSONNodeReader
      • InputJSONNodeType
      • InputJSONNodeWriter
      • InputLoggingSettings
      • InputMapMetadata
      • InputMetadataRebindabilityProvider
      • InputMetadataReconciler
      • InputMetadataRecordKind
      • InputModifierMetadataUtil
      • InputOrphanRecord
      • InputRebindCancelledEvent
      • InputRebindCompletedEvent
      • InputRebindManager
      • InputRebindOperation
      • InputRebindStartedEvent
      • InputRebindUtils
      • InputRebindability
      • InputReconcileAction
      • InputReconcileOptions
      • InputReconcileReport
      • InputReconcileReport.Entry
      • InputSchemeDeviceNode
      • InputSchemeMetadata
      • JSONFileBindingStorage
      • ManagedRebindCancelledEvent
      • ManagedRebindCompletedEvent
      • ManagedRebindDataRefreshedEvent
      • ManagedRebindStartedEvent
      • PlayerPrefsBindingStorage
      • RebindMode
      • RebindSettings
      • ScyllaInput
      • ScyllaInput.Meta
      • ScyllaInputAction
      • ScyllaInputActionMap
      • ScyllaInputActionsMetadata
      • ScyllaInputActionsMetadataMigrator
      • ScyllaInputBinding
      • ScyllaInputConfiguration
      • ScyllaInputContextConfiguration
      • ScyllaKey
      • ScyllaKeyConverter
      • ScyllaModifier
      • UnityInputSystemBridge
    • Scylla.Input.Editor
      • DeviceStatusWidget
      • IconMappingDrawer
      • InputIconSetEditor
      • ScyllaInputActionsMetadataEditor
      • ScyllaInputConfigurationEditor
      • ScyllaInputContextConfigurationEditor
      • ScyllaInputDependencyProvider
      • ScyllaInputEditor
      • ScyllaInputGameProfile
      • ScyllaInputGameProfiles
      • ScyllaInputMenuItems
      • ScyllaInputWizard

    Class ScyllaInputGameProfiles

    The game profiles the Input Wizard offers, and the factory actions asset each one uses.

    Inheritance
    object
    ScyllaInputGameProfiles
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Scylla.Input.Editor
    Assembly: ScyllaInput.Editor.dll
    Syntax
    public static class ScyllaInputGameProfiles
    Remarks

    Kept beside the wizard rather than inside it so the Setup Wizard, the module browser and any later tooling read one list. Adding a factory asset means adding a row here and nothing else.

    Every asset except the default lives outside a Resources folder, because everything under Resources is built into every player whether it is referenced or not. The wizard copies the chosen one into the project at edit time, so a shipped game carries the asset it uses rather than all twelve.

    Fields

    ASSET_NAME_PREFIX

    File-name prefix of every factory actions asset, stripped to derive the genre name.

    Declaration
    public const string ASSET_NAME_PREFIX = "Scylla Input Actions - "
    Field Value
    Type Description
    string

    CONTEXTS_NAME_PREFIX

    File-name prefix of every per-genre context configuration.

    Declaration
    public const string CONTEXTS_NAME_PREFIX = "Scylla Input Contexts - "
    Field Value
    Type Description
    string

    CUSTOM_PROFILE_ID

    Identifier of the profile that ships no asset and configures nothing.

    Declaration
    public const string CUSTOM_PROFILE_ID = "custom"
    Field Value
    Type Description
    string

    DEFAULT_ACTIONS_NAME

    File name of the runtime default actions asset, without extension.

    Declaration
    public const string DEFAULT_ACTIONS_NAME = "Scylla Input Actions - Default"
    Field Value
    Type Description
    string
    Remarks

    Not a genre preset and named by no profile. It is what a project gets before it configures an asset of its own, and what the wizard's "simple" choice copies.

    FACTORY_CONTEXTS_FOLDER

    Folder holding the context configuration written for each factory asset.

    Declaration
    public const string FACTORY_CONTEXTS_FOLDER = "Assets/Scylla/Framework/Input/Content/Factory Assets/Input Contexts"
    Field Value
    Type Description
    string

    FACTORY_FOLDER

    Folder holding every factory actions asset.

    Declaration
    public const string FACTORY_FOLDER = "Assets/Scylla/Framework/Input/Content/Factory Assets/Input Actions"
    Field Value
    Type Description
    string
    Remarks

    All twelve, the 3D action one included. It used to sit in Resources instead, because it doubled as the runtime fallback; that job now belongs to a smaller asset written for it, leaving this folder with nothing but genre presets.

    RESOURCES_FOLDER

    Folder holding the framework's own actions assets, which ship inside Resources.

    Declaration
    public const string RESOURCES_FOLDER = "Assets/Scylla/Framework/Input/Content/Resources/Input Actions"
    Field Value
    Type Description
    string
    Remarks

    The shared system actions and the default a project gets before configuring one. Neither is a genre preset and no game profile names either.

    SIDECAR_SUFFIX

    File-name suffix of a Scylla metadata sidecar, including the asset extension.

    Declaration
    public const string SIDECAR_SUFFIX = ".scyllainput.asset"
    Field Value
    Type Description
    string
    Remarks

    Built from ScyllaInputActionsMetadata.ASSET_SUFFIX rather than spelled out, so changing the suffix cannot leave this path builder pointing at the old one.

    Properties

    All

    Every profile, in the order the wizard shows them.

    Declaration
    public static IReadOnlyList<ScyllaInputGameProfile> All { get; }
    Property Value
    Type Description
    IReadOnlyList<ScyllaInputGameProfile>

    Methods

    Find(string)

    Finds a profile by its identifier.

    Declaration
    public static ScyllaInputGameProfile Find(string id)
    Parameters
    Type Name Description
    string id

    The profile identifier.

    Returns
    Type Description
    ScyllaInputGameProfile

    The profile, or null when the identifier is unknown.

    GetAssetPath(ScyllaInputGameProfile)

    Builds the project path of a profile's factory actions asset.

    Declaration
    public static string GetAssetPath(ScyllaInputGameProfile profile)
    Parameters
    Type Name Description
    ScyllaInputGameProfile profile

    The profile to resolve.

    Returns
    Type Description
    string

    The asset path, or null when the profile ships no asset.

    Remarks

    The default asset lives in Resources, because the module loads it at run time when a project has assigned no asset of its own. Every other factory asset lives outside Resources so it is not built into a player that never uses it.

    GetContextsPath(ScyllaInputGameProfile)

    Builds the project path of a profile's context configuration.

    Declaration
    public static string GetContextsPath(ScyllaInputGameProfile profile)
    Parameters
    Type Name Description
    ScyllaInputGameProfile profile

    The profile to resolve.

    Returns
    Type Description
    string

    The context configuration path, or null when the profile ships no asset.

    Remarks

    Each factory asset has a context configuration of its own, because the maps a context enables are the genre's maps. One shared configuration cannot name the maps of twelve different assets without naming, for eleven of them, maps that do not exist. Those entries do nothing at run time and fill the editor's coverage table with warnings.

    GetDefaultAssetPath()

    Path of the runtime default actions asset.

    Declaration
    public static string GetDefaultAssetPath()
    Returns
    Type Description
    string

    The project path.

    GetDefaultSidecarPath()

    Path of the runtime default actions asset's metadata sidecar.

    Declaration
    public static string GetDefaultSidecarPath()
    Returns
    Type Description
    string

    The project path.

    GetSidecarPath(ScyllaInputGameProfile)

    Builds the project path of a profile's Scylla metadata sidecar.

    Declaration
    public static string GetSidecarPath(ScyllaInputGameProfile profile)
    Parameters
    Type Name Description
    ScyllaInputGameProfile profile

    The profile to resolve.

    Returns
    Type Description
    string

    The sidecar path, or null when the profile ships no asset.

    In this article
    Back to top Scylla Framework - Input Module API Documentation