Scylla Framework
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    • 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

    Namespace Scylla.Input

    Classes

    AutoResolveChange

    Describes a single binding change made by AutoResolveConflicts().

    AutoResolveResult

    Contains the result of an AutoResolveConflicts() operation, including the list of changes made and the count of resolved vs remaining conflicts.

    BindingConflict

    Describes a single binding conflict detected when a player attempts to assign an input control path that is already occupied by another action.

    BindingStorageSettings

    Settings that control how player input bindings are persisted across sessions. These settings are consumed by the Input module during initialization to configure the active IBindingStorage backend.

    BridgeSettings

    Settings that govern how the Input module's bridge layer dispatches input queries when multiple IScyllaInputBridge implementations are registered. Applied to the IInputBridgeManager during module initialization.

    ConfigActionEntry

    Represents one action entry in the InputRebindManager data model, containing the action's metadata and one ConfigBindingEntry per configured scheme group.

    ConfigActionGroup

    A named set of actions that appear together under one heading in an input configuration screen, and that share a conflict scope.

    ConfigBindingEntry

    Represents a single binding cell in the InputRebindManager data model, corresponding to one action in one scheme group.

    ConfigConflict

    Represents a detected binding conflict between two actions that share the same input path within the same scheme group.

    ConfigGroupExclusion

    A declaration that a set of ConfigActionGroup instances are never active at the same time, so bindings shared between them are not conflicts.

    ConfigLayout

    The complete description of an input configuration screen: its columns, the groups its rows are gathered into, and which of those groups can never be active together.

    ConfigLayout.Builder

    Fluent builder for a ConfigLayout. Obtained from Create().

    ConfigLayoutColumnDefinition

    A serialized column of an input configuration screen.

    ConfigLayoutConflictScope

    Scopes conflicts by the action groups the game declared in its ConfigLayout.

    ConfigLayoutDefinition

    The serializable form of a ConfigLayout: an input configuration screen's columns, groups and exclusion sets, authored as data rather than as code.

    ConfigLayoutExclusionDefinition

    A serialized declaration that a set of groups are never active at the same time.

    ConfigLayoutGroupDefinition

    A serialized group of actions that share a heading and a conflict scope.

    ConfigLayoutMemberReference

    A reference to a map or action that belongs to a group, keyed by GUID with the name cached alongside.

    ConfigSchemeGroup

    Defines a control scheme group for the InputRebindManager. Each group corresponds to a column in a typical input configuration screen (e.g., "WASD", "IJKL", "Gamepad").

    ContextConflictScope

    Scopes conflicts by the input contexts the game registered, treating each action map as its own scope.

    ControlScheme

    Represents a named grouping of compatible input devices together with display metadata used for button-prompt rendering and input interpretation context.

    ControlSchemeChangedEvent

    Published via the Scylla Event eXchange System (SEX) when the active control scheme changes, for example when the player switches from keyboard and mouse to a gamepad.

    ControlSchemeManager

    Concrete implementation of IControlSchemeManager that manages a registry of ControlScheme instances and automatically switches between them based on detected input device activity.

    IdentityControlAliasResolver

    A resolver that rewrites nothing, for callers that want alias handling switched off.

    InputActionCanceledEvent

    Published via the Scylla Event eXchange System (SEX) when a registered input action enters its canceled phase, corresponding to the button-release moment or when an interaction that was in progress is aborted.

    InputActionManager

    Concrete implementation of IInputActionManager that manages the full lifecycle of Scylla input actions and action maps.

    InputActionMapNode

    An action map, viewed through the underlying InputJSONNode.

    InputActionMetadata

    Scylla-side data about one action, keyed by the action's action asset GUID.

    InputActionNode

    A single action inside an action map, viewed through the underlying InputJSONNode.

    InputActionPerformedEvent

    Published via the Scylla Event eXchange System (SEX) when a registered input action reaches its performed phase, indicating that all interaction conditions (e.g., press threshold, hold duration) have been met.

    InputActionStartedEvent

    Published via the Scylla Event eXchange System (SEX) when a registered input action enters its started phase, corresponding to the initial button-down moment before any interaction conditions are fully met.

    InputActionsDocument

    A Unity input action asset held as an editable document that can be written back exactly as it was read.

    InputActionsDocumentIO

    Reads and writes InputActionsDocument files on disk with the encoding and durability an asset owned by another tool requires.

    InputActionsJSONKeys

    The member names used by Unity's input action asset format, and the order in which Unity emits them.

    InputAnnotation

    The authoring notes attached to any element of an input action asset.

    InputAssetInfo

    What an action asset is, said in the author's own words: a name, a description, and a version.

    InputBindingGroups

    Reads and rewrites the semicolon-separated binding-group string on a binding.

    InputBindingManager

    Default implementation of IInputBindingManager that manages runtime input binding overrides, interactive rebinding operations, conflict detection, and per-profile persistence for the Scylla Input module.

    InputBindingMetadata

    Scylla-side data about one binding, keyed by the binding's action asset GUID.

    InputBindingNode

    A single binding inside an action map, viewed through the underlying InputJSONNode.

    InputBindingsLoadedEvent

    Published via the Scylla Event eXchange System (SEX) when binding overrides are successfully loaded from storage and applied to the registered actions for a given profile. Loading automatically triggers a full hint cache invalidation.

    InputBindingsSavedEvent

    Published via the Scylla Event eXchange System (SEX) when the current binding overrides are successfully serialized and persisted to storage for a given profile.

    InputBridgeManager

    Concrete implementation of IInputBridgeManager that coordinates input queries across one or more registered IScyllaInputBridge instances.

    InputBufferConsumedEvent

    Published via the Scylla Event eXchange System (SEX) when a buffered input entry is retrieved and consumed by a game system, removing it from the buffer.

    InputBufferManager

    Concrete implementation of IInputBufferManager that stores buffered input events in a fixed-capacity ring buffer and expires them based on configurable per-action or global time windows.

    InputBufferedEvent

    Published via the Scylla Event eXchange System (SEX) when an input action's value is recorded into the input buffer for deferred consumption by game systems.

    InputCodegenSettings

    Where and how the constants file for an action asset is generated.

    InputCompositeUtil

    Locates composites within a map's raw binding array.

    InputConflictEngine

    Decides whether two bindings collide, using rules that need no live input module.

    InputConflictRecordBuilder

    Turns live input actions into the flat snapshot InputConflictEngine reads.

    InputConflictSet

    A snapshot of every non-composite binding in a project, in the order the conflict rules must see them.

    InputContext

    Represents a named mode of the game (e.g., Gameplay, Menu, Dialog) that controls which Unity Input System action maps are active and whether this mode prevents lower-priority modes from receiving input.

    InputContextChangedEvent

    Published via the Scylla Event eXchange System (SEX) whenever the top of the input context stack changes, either because a context was pushed or popped, making a different context the active one.

    InputContextDefinition

    A serializable data object that describes the settings for an InputContext, authored in the Unity Inspector via ScyllaInputContextConfiguration. At runtime, call CreateContext() to convert this definition into a live InputContext that can be registered and pushed onto the context stack.

    InputContextExclusivity

    Decides whether two contexts, or two action maps, can ever be live at the same time. This is the single rule both conflict detection systems consult when deciding whether a shared control is a real collision or two modes reusing one key.

    InputContextManager

    Concrete implementation of IInputContextManager that maintains a registry of named InputContext objects and a LIFO stack of active contexts, applying action map changes and publishing Scylla events as contexts are pushed, popped, or removed.

    InputContextPoppedEvent

    Published via the Scylla Event eXchange System (SEX) when an input context is popped from the context stack, restoring the previously active context (if any) to the top position.

    InputContextPushedEvent

    Published via the Scylla Event eXchange System (SEX) when an input context is pushed onto the context stack, making it the new active context.

    InputControlAliasResolver

    Resolves alternative control spellings to one canonical path, using the Input System's layout database.

    InputControlPathUtil

    Reads the <Device> prefix out of a Unity Input System control path.

    InputControlSchemeNode

    A control scheme, viewed through the underlying InputJSONNode.

    InputDeviceChangedEvent

    Published via the Scylla Event eXchange System (SEX) when the most recently used input device changes, for example when a player switches from keyboard to a gamepad mid-session.

    InputDeviceConnectedEvent

    Published via the Scylla Event eXchange System (SEX) when a new input device is detected and connected to the system.

    InputDeviceDisconnectedEvent

    Published via the Scylla Event eXchange System (SEX) when a previously connected input device is removed or disconnected.

    InputDeviceUtil

    Provides centralized helpers for classifying Unity Input System devices and binding path strings into InputDeviceType categories, avoiding duplicated type-switch logic across the Input module's internal managers.

    InputDisabledEvent

    Published via the Scylla Event eXchange System (SEX) when global input processing is disabled. All registered input actions will stop generating callbacks until input is re-enabled and the corresponding InputEnabledEvent is published.

    InputEnabledEvent

    Published via the Scylla Event eXchange System (SEX) when global input processing is enabled after having been disabled. All registered input actions will resume generating callbacks once this event is dispatched.

    InputHintChangedEvent

    Published via the Scylla Event eXchange System (SEX) when the resolved InputHint for a specific action changes, typically because the binding for that action was rebound or the active icon set changed.

    InputHintsManager

    Default implementation of IInputHintsManager. Manages dynamic button prompt icons based on the current input bindings and the active control scheme. Provides UI-ready InputHint data with an internal per-action cache that is automatically invalidated when bindings or control schemes change.

    InputIconSet

    A ScriptableObject asset that maps Unity Input System binding paths to icon sprites and human-readable display strings for a specific platform or device family. Used by InputHintsManager to provide UI-ready button prompt visuals.

    InputIconSet.IconMapping

    Associates a Unity Input System binding path with an icon sprite and a human-readable display string for use in button-prompt UI.

    InputIconSetChangedEvent

    Published via the Scylla Event eXchange System (SEX) when the active icon set for a particular control scheme changes, typically in response to a ControlSchemeChangedEvent or an explicit call to SetActiveIconSet(string).

    InputInteractionResolver

    Answers what an interaction is, from either side: the little that conflict detection needs out of an authored string, and what a live interaction instance is when one fires.

    InputJSONNode

    A JSON value in a mutable tree that preserves everything needed to write the document back out exactly as it was read.

    InputJSONNodeReader

    Parses JSON text into a InputJSONNode tree, preserving member order and numeric source text so the document can later be written back unchanged.

    InputJSONNodeWriter

    Serializes a InputJSONNode tree back to JSON text, matching the formatting Unity's own serializer produces for input action assets.

    InputLoggingSettings

    Controls which categories of Input module events are written to the Scylla log. All flags default to true to aid debugging during development. Disable individual flags in production builds to reduce log noise.

    InputMapMetadata

    Scylla-side data about one action map, keyed by the map's action asset GUID.

    InputMetadataRebindabilityProvider

    Answers rebindability from one or more actions-asset metadata sidecars.

    InputMetadataReconciler

    Reattaches a ScyllaInputActionsMetadata asset to its action asset after the action asset has changed underneath it.

    InputModifierMetadataUtil

    Reads how many modifier keys a composite binding requires.

    InputOrphanRecord

    A metadata record whose element could not be found in the action asset, held aside rather than deleted.

    InputRebindCancelledEvent

    Published via the Scylla Event eXchange System (SEX) when an interactive rebind operation is cancelled without applying a new binding. The original binding path remains unchanged.

    InputRebindCompletedEvent

    Published via the Scylla Event eXchange System (SEX) when an interactive rebind operation finishes and a new input has been successfully assigned to the binding.

    InputRebindManager

    A UI-agnostic facade that provides all the logic needed to build an input configuration/remapping screen in a game. It sits between the raw Scylla Input module managers and any UI implementation, handling data model building, modifier-aware rebinding, conflict detection, batch operations, and persistence integration.

    InputRebindOperation

    Represents a single interactive rebinding session for one binding slot on a Unity Input System action, providing a fluent configuration API, conflict notification, and automatic action re-enabling upon completion or cancellation.

    InputRebindStartedEvent

    Published via the Scylla Event eXchange System (SEX) when an interactive rebind operation begins for a specific binding on a registered action. The game should display UI guidance prompting the player to press the desired new input while this operation is in progress.

    InputRebindUtils

    Stateless utility helpers used by the input rebinding system to classify bindings, format composite-part names, and build display strings for modifier composites. Extracted from InputRebindManager so the manager's public API is focused on rebind orchestration and conflict detection rather than display formatting.

    InputReconcileOptions

    Knobs controlling how InputMetadataReconciler behaves. The defaults are what an editor wants; the flags exist mainly so tests can isolate one phase at a time.

    InputReconcileReport

    What reconciliation did, in enough detail to show the user and to debug from.

    InputSchemeDeviceNode

    One device requirement of a control scheme, viewed through the underlying InputJSONNode.

    InputSchemeMetadata

    Scylla-side data about one control scheme, keyed by name.

    JSONFileBindingStorage

    An IBindingStorage implementation that persists input binding overrides as individual JSON files on the file system, one file per profile.

    ManagedRebindCancelledEvent

    Published by InputRebindManager when a managed rebind operation is cancelled (by the player pressing escape, timeout, or programmatic cancellation).

    ManagedRebindCompletedEvent

    Published by InputRebindManager when a managed rebind operation completes (successfully or not). This is a higher-level event than InputRebindCompletedEvent, carrying modifier information.

    ManagedRebindDataRefreshedEvent

    Published by InputRebindManager when its data model is rebuilt (e.g., after RefreshAll() or Initialize(ConfigLayout)).

    ManagedRebindStartedEvent

    Published by InputRebindManager when a managed rebind operation starts. This is a higher-level event than InputRebindStartedEvent, carrying additional context such as the scheme group.

    PlayerPrefsBindingStorage

    An IBindingStorage implementation that persists input binding overrides using Unity's PlayerPrefs registry.

    RebindSettings

    Default settings applied to every interactive rebinding operation initiated through the Input module. Individual operations may override these defaults programmatically.

    ScyllaInput

    The Scylla Input module. Provides centralized input handling for keyboard, mouse, gamepad, touchscreen, joystick, and pen devices using Unity's Input System as the underlying transport layer.

    ScyllaInputAction

    Wraps a Unity InputAction with Scylla-specific state tracking, callback routing, and modifier-key disambiguation support.

    ScyllaInputActionMap

    A named, enable/disable-capable container for a logically related set of ScyllaInputAction objects, corresponding to a single Unity InputActionMap.

    ScyllaInputActionsMetadata

    Everything Scylla knows about an input action asset that the action asset itself cannot hold: authoring notes, protected-action flags, and the configuration screen layout.

    ScyllaInputActionsMetadataMigrator

    Brings a ScyllaInputActionsMetadata asset forward to the schema version this build understands.

    ScyllaInputBinding

    A snapshot wrapper around a single Unity InputBinding, providing convenient access to binding metadata, override state, display strings, and device type classification.

    ScyllaInputConfiguration

    ScriptableObject configuration asset for the Scylla Input module. Create one instance via Assets → Create → Scylla → Input → Input Configuration and assign it to the ScyllaInput component in the Inspector.

    ScyllaInputContextConfiguration

    ScriptableObject configuration asset that holds a list of InputContextDefinition objects. Each definition is converted to an InputContext and registered with the IInputContextManager automatically when the Scylla Input module initializes. Create an instance via Assets → Create → Scylla → Input → Context Configuration.

    ScyllaKeyConverter

    Provides bidirectional conversion between ScyllaKey and Unity's UnityEngine.InputSystem.Key enum, insulating game code from a direct compile-time dependency on the Input System package.

    UnityInputSystemBridge

    The default IScyllaInputBridge implementation that wraps Unity's Input System package to provide keyboard, mouse, and gamepad input to the Scylla Input module.

    Structs

    BufferedInput

    An immutable snapshot of a single buffered input event, capturing the action identifier, value, timestamp, and originating device at the moment the input occurred.

    ConfigLayoutValidationMessage

    One problem found by Validate(IReadOnlyList<string>, IReadOnlyList<string>, IReadOnlyList<string>).

    ContextValidationMessage

    An immutable diagnostic message produced by Validate(int). Contains the severity, a human-readable description, and the name of the field that triggered the message.

    InputConflictPair

    One detected conflict, as a pair of positions into an InputConflictSet.

    InputConflictPolicy

    Which of the conflict rules apply, and how paths are compared.

    InputConflictRecord

    One non-composite binding, reduced to exactly the values the conflict predicate reads.

    InputControlAliasEntry

    One entry of a resolver's index, exposed so a test can assert the whole table.

    InputHint

    An immutable, UI-ready snapshot of the button prompt data for a single input action under a specific control scheme. Bundles the display text, icon sprite, raw binding path, scheme type, and icon set origin into a single value.

    InputInteractionSignature

    What drives a binding, reduced to the little that conflict detection needs.

    InputJSONMember

    One key and value pair inside a InputJSONNode of type Object.

    InputReconcileReport.Entry

    One thing that happened during reconciliation.

    ScyllaInput.Meta

    Compile-time constant metadata for the ScyllaInput module. These values are consumed by Scylla.Core.Modules.ScyllaModuleInfo and referenced in log messages throughout the module.

    Interfaces

    IBindingStorage

    Defines a backend for storing and retrieving serialized input binding overrides on a per-profile basis.

    IControlSchemeManager

    Defines the contract for a control scheme manager that tracks and switches between named input device groupings such as keyboard/mouse, gamepad, and touch.

    IInputActionManager

    Defines the contract for the Scylla input action management subsystem.

    IInputBindingManager

    Defines the contract for the input binding subsystem, which handles runtime rebinding, per-profile persistence, conflict detection, and JSON export/import of binding overrides.

    IInputBridgeManager

    Manages the collection of registered IScyllaInputBridge instances and routes all input queries to the appropriate bridge based on the configured query strategy.

    IInputBufferManager

    Manages a time-windowed ring buffer of BufferedInput entries that allows game systems to detect and consume player inputs that occurred slightly before the system was ready to process them.

    IInputConflictScope

    Answers whether two parts of a game can be live at the same time.

    IInputContextManager

    Defines the contract for a stack-based input context manager that controls which Unity Input System action maps are active at any given time and which contexts are permitted to process input based on a priority-and-blocking model.

    IInputControlAliasResolver

    Rewrites a control path to a canonical spelling, so two paths naming one physical control compare equal.

    IInputHintsManager

    Defines the contract for a service that provides UI-ready button prompt data based on the current input bindings and the active control scheme.

    IInputListener

    Defines a direct-callback interface for objects that need to observe low-level input lifecycle events such as device connections, disconnections, or global input enable/disable.

    IInputRebindabilityProvider

    Answers whether a player may rebind a given action, and whether it should be offered at all.

    IScyllaInputBridge

    Defines the contract for input bridges that translate raw hardware input into the normalized Scylla input abstraction layer.

    Enums

    BindingStorageType

    Specifies the persistence backend that the input binding system uses to save and load player-customized key and button assignments.

    ConfigLayoutGroupMode

    How a ConfigLayoutGroupDefinition declares its membership.

    ConfigLayoutValidationSeverity

    Severity of a ConfigLayoutValidationMessage.

    ContextValidationSeverity

    Classifies the severity of a diagnostic message produced by Validate(int). Maps to Scylla.Core.Config.ValidationSeverity when converted for use with the Scylla configuration validation system via Validate().

    ControlSchemeType

    Identifies the high-level category of a ControlScheme, determining how input is interpreted and which button-prompt icons are displayed to the player.

    GamepadButton

    Platform-agnostic identifiers for the standard buttons found on a modern gamepad controller.

    GamepadType

    Identifies the manufacturer or platform family of a connected gamepad controller, enabling the input hints system to select the appropriate button-prompt icon set.

    InputBridgeQueryMode

    Controls how the IInputBridgeManager resolves input queries when more than one IScyllaInputBridge is registered.

    InputConflictReason

    Why a pair of bindings was, or was not, reported as a conflict.

    InputConflictResolution

    Specifies the strategy used to resolve conflicts when multiple IScyllaInputBridge instances provide simultaneous values for the same input query.

    InputControlAliasScope

    Which alternative spellings InputControlAliasResolver treats as equivalent.

    InputDeviceType

    Classifies a physical input device by its primary interaction modality.

    InputEventType

    Categorizes the input-system lifecycle and device-state notifications received by the IInputListener interface.

    InputInteractionKind

    Which of Unity's interaction state machines drives a binding.

    InputJSONNodeType

    The kind of value a InputJSONNode holds.

    InputMetadataRecordKind

    Which kind of element an orphaned metadata record described.

    InputRebindability

    Whether a player is allowed to rebind something.

    InputReconcileAction

    What happened to one metadata record during reconciliation.

    RebindMode

    Identifies which rebinding strategy an InputRebindOperation uses to capture player input. Selected via WithModifierSupport(bool) or WithDeltaPolling(bool); defaults to Native.

    ScyllaKey

    Keyboard key enumeration for the Scylla Input module. Provides a framework-owned abstraction over Unity's InputSystem.Key enum, allowing game code and other Scylla modules to reference keyboard keys without taking a direct compile-time dependency on the Unity Input System package.

    ScyllaModifier

    A [Flags] enumeration that represents the set of logical keyboard modifier keys - Shift, Ctrl, and Alt - held simultaneously during a keyboard shortcut.

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