SInput
Functions
GetKeyDown
bool GetKeyDown (string key)
Returns true if 'key' was pressed during this frame.
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.GetKeyDown("space") then
Space.Log("Jump Key Down")
end
end
thisGameObject.OnUpdate(OnUpdate)
GetKeyUp
bool GetKeyUp (string key)
Returns true if 'key' is no longer pressed during this frame (but was in the last).
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.GetKeyUp("space") then
Space.Log("Jump Key Released")
end
end
thisGameObject.OnUpdate(OnUpdate)
GetKey
bool GetKey (string key)
Returns true if 'key' is being held pressed.
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.GetKey("space") then
Space.Log("Jump Key Held")
end
end
thisGameObject.OnUpdate(OnUpdate)
GetMouseDown
bool GetMouseDown (int button)
Returns true if mouse 'button' was pressed during this frame.
button
int
button values are 0 for the primary button (often the left button), 1 for secondary button, and 2 for the middle button.
if Space.Input.GetMouseDown(1) then
Space.Log("Right Mouse button pressed in this frame")
end
--this script will make this object jump to wherever you right click
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.GetMouseDown(1) then
clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition)
rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0)
thisGameObject.WorldPosition = rayCastHit.Position
end
end
thisGameObject.OnUpdate(OnUpdate)
GetMouseUp
bool GetMouseUp (int button)
Returns true if mouse 'button' is no longer pressed during this frame (but was in the last).
button
int
button values are 0 for the primary button (often the left button), 1 for secondary button, and 2 for the middle button.
if Space.Input.GetMouseUp(1) then
Space.Log("Right Mouse button was just unpressed")
end
GetMouseHold
bool GetMouseHold (int button)
Returns true if mouse 'button' is being held pressed.
button
int
button values are 0 for the primary button (often the left button), 1 for secondary button, and 2 for the middle button.
if Space.Input.GetMouseHold(1) then
Space.Log("Right Mouse button being held")
end
--this script will make this object will follow your ovement while holding right click
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.GetMouseHold(1) then
clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition)
rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0)
thisGameObject.WorldPosition = rayCastHit.Position
end
end
thisGameObject.OnUpdate(OnUpdate)
Vibrate
void Vibrate (float intensity, float duration, bool leftHand)
Vibrates the controller (or phone, or gamepad) if a rumble device is present.
intensity
float
Intensity of the vibration from 0.0 to 1.0
duration
float
Duration of the vibration. Maximum 1.0 second.
leftHand
bool
If true the vibration will be on the left hand and if false on the right hand (where applicable)
Space.Input.Vibrate(1,1,false)
Properties
ScrollWheel
float ScrollWheel get
Returns a non-0 value if the mouse wheel is being scrolled, value usually ranges from -1 to 1**.**
scrollWheel = Space.Input.ScrollWheel
--Object will move up and down with scroll wheel movement
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
thisGameObject.WorldPosition = thisGameObject.WorldPosition + (thisGameObject.Up * Space.Input.ScrollWheel)
end
thisGameObject.OnUpdate(OnUpdate)
MousePosition
SVector MousePosition get
Returns the current position of the mouse in screen pixels. If on a touch screen device, this will also return the location of the first finger being pressed.
currentMousePos = Space.Input.MousePosition
--Object will follow your mouse movement while holding right click
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.GetMouseHold(1) then
clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition)
rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0)
thisGameObject.WorldPosition = rayCastHit.Position
end
end
thisGameObject.OnUpdate(OnUpdate)
MovementAxis
SVector MovementAxis get
Returns left/right (A/D) movement on X, forward/back (W/S) on Y, and up/down (E/C) on Z.
moveAxis = Space.Input.MovementAxis
--Object moves according to your AWSD presses
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.MovementAxis.Y > 0 then
thisGameObject.WorldPosition = thisGameObject.WorldPosition + thisGameObject.Forward
elseif Space.Input.MovementAxis.Y < 0 then
thisGameObject.WorldPosition = thisGameObject.WorldPosition - thisGameObject.Forward
end
if Space.Input.MovementAxis.X > 0 then
thisGameObject.WorldPosition = thisGameObject.WorldPosition + thisGameObject.Right
elseif Space.Input.MovementAxis.X < 0 then
thisGameObject.WorldPosition = thisGameObject.WorldPosition - thisGameObject.Right
end
end
thisGameObject.OnUpdate(OnUpdate)
TurnAxis
SVector? TurnAxis get
Returns the Turn Axis (-1 to 1 on Vector's X value).
turnAxis = Space.Input.TurnAxis
--makes this object color red if player is turning left
--and color green if player is turning right
--and blue if player is not turning
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.TurnAxis.X > 0 then
thisGameObject.Renderer.Material.SetColor("_Color",Color.Red)
elseif Space.Input.TurnAxis.X < 0 then
thisGameObject.Renderer.Material.SetColor("_Color",Color.Green)
elseif Space.Input.TurnAxis.X == 0 then
thisGameObject.Renderer.Material.SetColor("_Color",Color.Blue)
end
end
thisGameObject.OnUpdate(OnUpdate)
MouseLook
bool MouseLook get
set
Enable or disable Mouse Look feature.
Space.Input.MouseLook = true
--the below script will put your player into MouseLook mode if you are near the object
--and return you to normal mode if you are far from the object
thisGameObject = Space.Host.ExecutingObject
function OnUpdate()
positionAvatar = Space.Scene.PlayerAvatar.GameObject.WorldPosition
positionObject = thisGameObject.WorldPosition
if positionAvatar.InRange(positionObject, 5.0) then
if Space.Input.MouseLook == false then
Space.Input.MouseLook = true
end
else
if Space.Input.MouseLook == true then
Space.Input.MouseLook = false
end
end
end
thisGameObject.OnUpdate(OnUpdate)
MouseX
float MouseX get
Returns a float representing the Mouse/Right Joystick horizontal movement. If the value is positive the movement is upwards. If the value is negative the movement is downwards. The value is derived by multiplying mouse delta with axis sensitivity. This is frame-rate independent; you do not need to be concerned about varying frame-rates when using this value.
MouseX = Space.Input.MouseX
--the below script will rotate this object along the Y axis
--according to your mouse/right joystick horizontal movement
thisGameObject = Space.Host.ExecutingObject
function OnUpdate()
currentY = thisGameObject.WorldRotation.EulerAngles.Y
newY = currentY + Space.Input.MouseX
thisGameObject.WorldRotation = Quaternion.Euler(0, newY, 0)
end
thisGameObject.OnUpdate(OnUpdate)
MouseY
float MouseY get
Returns a float representing the Mouse/Right Joystick vertical movement. If the value is positive the movement is to the right. If the value is negative the movement is to the left. The value is derived by multiplying mouse delta with axis sensitivity. This is frame-rate independent; you do not need to be concerned about varying frame-rates when using this value.
MouseY = Space.Input.MouseY
--the below script will rotate this object along the Y axis
--according to your mouse/right joystick vertical movement
thisGameObject = Space.Host.ExecutingObject
function OnUpdate()
currentX = thisGameObject.WorldRotation.EulerAngles.X
newX = currentX + Space.Input.MouseY
thisGameObject.WorldRotation = Quaternion.Euler(newX , 0, 0)
end
thisGameObject.OnUpdate(OnUpdate)
ClickToWalk
SVector? TurnAxis get
Returns the Turn Axis (-1 to 1 on Vector's X value).
turnAxis = Space.Input.TurnAxis
--makes this object color red if player is turning left
Fire
bool Fire get
Return true if primary fire is pressed (Mouselook Mode).
fireIsPressed = Space.Input.Fire
--Create a GameObject from resource when Primary Fire button is pressed
--[Add resource "bullet" as a resource in scripting runtime component]
thisGameObject = Space.Host.ExecutingObject
bullet = Space.GetResource("bullet")
OnUpdate = function()
if Space.Input.Fire then
Space.Scene.CreateGameObject(bullet)
end
end
thisGameObject.OnUpdate(OnUpdate)
AltFire
bool AltFire get
Return true if alternative fire is pressed (Mouselook Mode)
altFireIsPressed = Space.Input.AltFire
--Create a GameObject from resource when Alternate Fire button is pressed
--[Add resource "bullet" as a resource in scripting runtime component]
thisGameObject = Space.Host.ExecutingObject
bullet = Space.GetResource("bullet")
OnUpdate = function()
if Space.Input.AltFire then
Space.Scene.CreateGameObject(bullet)
end
end
thisGameObject.OnUpdate(OnUpdate)
CursorInUI
bool CursorInUI get
Returns true if the cursor is over the Sinespace UI.
cursorInUI = Space.Input.CursorInUI
--this object is going to listen to your scroll wheel movement and move accordingly
--UNLESS your cursor is on the sinespace UI
--(Example: Scrolling chat won't also move the object)
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.CursorInUI == false then
thisGameObject.WorldPosition = thisGameObject.WorldPosition + (thisGameObject.Up * Space.Input.ScrollWheel)
end
end
thisGameObject.OnUpdate(OnUpdate)
IsVRAvailable
bool IsVRAvailable get
Returns true if VR is available.
isAvailable = Space.Input.IsVRAvailable
IsVRActive
bool IsVRActive get
Returns true if VR is active.
turnAxis = Space.Input.TurnAxis
VRLeftControllerPosition
SVector? VRLeftControllerPosition get
Returns position of Left VR Controller.
posVRleft = Space.Input.VRLeftControllerPosition
VRRightControllerPosition
SVector? VRRightControllerPosition get
Returns position of Right VR Controller.
posVRright = Space.Input.VRRightControllerPosition
VRLeftControllerRotation
SQuaternion? VRLeftControllerRotation get
Returns rotation of Left VR Controller.
rotVRleft = Space.Input.VRLeftControllerRotation
VRRightControllerRotation
SQuaternion? VRRightControllerRotation get
Returns rotation of Right VR Controller.
rotVRright = Space.Input.VRRightControllerRotation
Input Key Names
Key names follow these naming conventions:
Key family
Naming convention
Letter keys
a
, b
, c
…
Number keys
1
, 2
, 3
…
Arrow keys
up
, down
, left
, right
Numpad keys
[1]
, [2]
, [3]
, [+]
, [equals]
…
Modifier keys
right shift
, left shift
, right ctrl
, left ctrl
, right alt
, left alt
, right cmd
, left cmd
Special keys
backspace
, tab
, return
, escape
, space
, delete
, enter
, insert
, home
, end
, page up
, page down
Function keys
f1
, f2
, f3
…
Mouse buttons are named mouse 0, mouse 1, mouse 2,
and so on.
Joystick buttons follow these naming conventions:
Button origin
Naming convention
A specific button on any joystick
joystick button 0
, joystick button 1
, joystick button 2
…
A specific button on a specific joystick
joystick 1 button 0
, joystick 1 button 1
, joystick 2 button 0
…