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@Invertex
Last active January 17, 2025 02:57
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Unity New Input System custom Hold "Interaction" where the .performed callback is constantly triggered while input is held.
using UnityEngine;
using UnityEngine.InputSystem;
//!!>> This script should NOT be placed in an "Editor" folder. Ideally placed in a "Plugins" folder.
namespace Invertex.UnityInputExtensions.Interactions
{
//https://gist.github.com/Invertex
/// <summary>
/// Custom Hold interaction for New Input System.
/// With this, the .performed callback will be called everytime the Input System updates.
/// Allowing a purely callback based approach to a button hold instead of polling it in an Update() loop or creating specific logic for it
/// .started will be called when the 'pressPoint' threshold has been met and held for the 'duration' (unless 'Trigger .started on Press Point' is checked).
/// .performed will continue to be called each frame after `.started` has triggered (or every amount of time set for "Performed Interval")
/// .cancelled will be called when no-longer actuated (but only if the input has actually 'started' triggering
/// </summary>
#if UNITY_EDITOR
using UnityEditor;
//Allow for the interaction to be utilized outside of Play Mode and so that it will actually show up as an option in the Input Manager
[UnityEditor.InitializeOnLoad]
#endif
[UnityEngine.Scripting.Preserve, System.ComponentModel.DisplayName("Holding"), System.Serializable]
public class CustomHoldingInteraction : IInputInteraction
{
public float delayBetweenPerformed = 0f;
public bool triggerStartedOnPressPoint = false;
public bool useDefaultSettingsPressPoint = true;
public float pressPoint = InputSystem.settings.defaultButtonPressPoint;
public bool useDefaultSettingsDuration = true;
public float duration = InputSystem.settings.defaultHoldTime;
private float _heldTime = 0f;
private float pressPointOrDefault => useDefaultSettingsPressPoint || pressPoint <= 0 ? InputSystem.settings.defaultButtonPressPoint : pressPoint;
private float durationOrDefault => useDefaultSettingsDuration || duration < 0 ? InputSystem.settings.defaultHoldTime : duration;
private InputInteractionContext ctx;
private void OnUpdate()
{
var isActuated = ctx.ControlIsActuated(pressPointOrDefault);
var phase = ctx.phase;
//Cancel and cleanup our action if it's no-longer actuated or been externally changed to a stopped state.
if (phase == InputActionPhase.Canceled || phase == InputActionPhase.Disabled || !ctx.action.actionMap.enabled || !isActuated)
{
Cancel(ref ctx);
return;
}
_heldTime += Time.deltaTime;
bool holdDurationElapsed = _heldTime >= durationOrDefault;
if (!holdDurationElapsed && !triggerStartedOnPressPoint) { return; }
if (phase == InputActionPhase.Waiting){ ctx.Started(); return; }
if (!holdDurationElapsed) { return; }
if (phase == InputActionPhase.Started) { ctx.PerformedAndStayPerformed(); return; }
float heldMinusDelay = _heldTime - delayBetweenPerformed;
//Held time has exceed our minimum hold time, plus any delay we've set,
//so perform it and assign back the hold time without the delay time to let increment back up again
if (heldMinusDelay >= durationOrDefault)
{
_heldTime = heldMinusDelay;
ctx.PerformedAndStayPerformed();
}
}
public void Process(ref InputInteractionContext context)
{
ctx = context; //Ensure our Update always has access to the most recently updated context
if (!ctx.ControlIsActuated(pressPointOrDefault)) { Cancel(ref context); return; } //Actuation changed and thus no longer performed, cancel it all.
if (ctx.phase != InputActionPhase.Performed && ctx.phase != InputActionPhase.Started)
{
EnableInputHooks();
}
}
private void Cleanup()
{
DisableInputHooks();
_heldTime = 0f;
}
private void Cancel(ref InputInteractionContext context)
{
Cleanup();
if (context.phase == InputActionPhase.Performed || context.phase == InputActionPhase.Started)
{ //Input was being held when this call was made. Trigger the .cancelled event.
context.Canceled();
}
}
public void Reset() => Cleanup();
private void OnLayoutChange(string layoutName, InputControlLayoutChange change) => Reset();
private void OnDeviceChange(InputDevice device, InputDeviceChange change) => Reset();
#if UNITY_EDITOR
private void PlayModeStateChange(UnityEditor.PlayModeStateChange state) => Reset();
#endif
private void EnableInputHooks()
{
InputSystem.onAfterUpdate -= OnUpdate; //Safeguard for duplicate registrations
InputSystem.onAfterUpdate += OnUpdate;
//In case layout or device changes, we'll want to trigger a cancelling of the current input action subscription to avoid errors.
InputSystem.onLayoutChange -= OnLayoutChange;
InputSystem.onLayoutChange += OnLayoutChange;
InputSystem.onDeviceChange -= OnDeviceChange;
InputSystem.onDeviceChange += OnDeviceChange;
//Prevent the update hook from persisting across a play mode change to avoid errors.
#if UNITY_EDITOR
UnityEditor.EditorApplication.playModeStateChanged -= PlayModeStateChange;
UnityEditor.EditorApplication.playModeStateChanged += PlayModeStateChange;
#endif
}
private void DisableInputHooks()
{
InputSystem.onAfterUpdate -= OnUpdate;
InputSystem.onLayoutChange -= OnLayoutChange;
InputSystem.onDeviceChange -= OnDeviceChange;
#if UNITY_EDITOR
UnityEditor.EditorApplication.playModeStateChanged -= PlayModeStateChange;
#endif
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
static void RegisterInteraction()
{
if (InputSystem.TryGetInteraction("CustomHolding") == null)
{ //For some reason if this is called again when it already exists, it permanently removees it from the drop-down options... So have to check first
InputSystem.RegisterInteraction<CustomHoldingInteraction>("CustomHolding");
}
}
//Constructor will be called by our Editor [InitializeOnLoad] attribute when outside Play Mode
static CustomHoldingInteraction() => RegisterInteraction();
}
#if UNITY_EDITOR
internal class CustomHoldInteractionEditor : UnityEngine.InputSystem.Editor.InputParameterEditor<CustomHoldingInteraction>
{
private static GUIContent pressPointWarning, holdTimeWarning, pressPointLabel, holdTimeLabel, startedTriggerOnPPLabel, startedTriggerOnPPToggleLabel, delayPerformedLabel;
protected override void OnEnable()
{
delayPerformedLabel = new GUIContent("'Performed' interval (s)", $"Delay in seconds between each <b>.performed</b> call.{System.Environment.NewLine}" +
"At the default value of 0, it will be every frame.");
startedTriggerOnPPLabel = new GUIContent("Trigger 'Started' on Press Point", $"Trigger the <b>.started</b> event as soon as input actuated beyond \"Press Point\",{System.Environment.NewLine}" +
$"instead of waiting for the \"Min Hold Time\" as well.");
startedTriggerOnPPToggleLabel = new GUIContent("", startedTriggerOnPPLabel.tooltip);
pressPointLabel = new GUIContent("Press Point", $"The minimum amount this input's actuation value must exceed to be considered \"held\".{System.Environment.NewLine}" +
"Value less-than or equal to 0 will result in the 'Default Button Press Point' value being used from your 'Project Settings > Input System'.");
holdTimeLabel = new GUIContent("Min Hold Time", $"The minimum amount of realtime seconds before the input is considered \"held\".{System.Environment.NewLine}" +
"Value less-than or equal to 0 will result in the 'Default Hold Time' value being used from your 'Project Settings > Input System'.");
pressPointWarning = EditorGUIUtility.TrTextContent("Using \"Default Button Press Point\" set in project-wide input settings.");
holdTimeWarning = EditorGUIUtility.TrTextContent("Using \"Default Hold Time\" set in project-wide input settings.");
}
public override void OnGUI()
{
target.delayBetweenPerformed = EditorGUILayout.FloatField(delayPerformedLabel,target.delayBetweenPerformed, GUILayout.ExpandWidth(false));
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(startedTriggerOnPPLabel, GUILayout.Width(205f));
target.triggerStartedOnPressPoint = GUILayout.Toggle( target.triggerStartedOnPressPoint, startedTriggerOnPPToggleLabel, GUILayout.ExpandWidth(false));
EditorGUILayout.EndHorizontal();
DrawDisableIfDefault(ref target.pressPoint, ref target.useDefaultSettingsPressPoint, pressPointLabel, pressPointWarning);
DrawDisableIfDefault(ref target.duration, ref target.useDefaultSettingsDuration, holdTimeLabel, holdTimeWarning, -Mathf.Epsilon);
}
private void DrawDisableIfDefault(ref float value, ref bool useDefault, GUIContent fieldName, GUIContent warningText, float compareOffset = 0f)
{
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginDisabledGroup(useDefault);
value = EditorGUILayout.FloatField(fieldName, value, GUILayout.ExpandWidth(false));
value = Mathf.Clamp(value, 0f, float.MaxValue);
EditorGUI.EndDisabledGroup();
GUIContent content =
EditorGUIUtility.TrTextContent("Default",
$"If enabled, the default {fieldName.text.ToLower()} " +
$"configured globally in the input settings is used.{System.Environment.NewLine}" +
"See Edit >> Project Settings... >> Input System Package.");
useDefault = GUILayout.Toggle(useDefault, content, GUILayout.ExpandWidth(false));
EditorGUILayout.EndHorizontal();
if (useDefault || value <= 0 + compareOffset)
{
EditorGUILayout.HelpBox(warningText);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUIContent settingsLabel = EditorGUIUtility.TrTextContent("Open Input Settings");
if (GUILayout.Button(settingsLabel, EditorStyles.miniButton))
SettingsService.OpenProjectSettings("Project/Input System Package");
EditorGUILayout.EndHorizontal();
}
}
}
#endif
}
@SeiyaKuwata
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Error logs are output during Unity playback and application execution.
The CustomHold seems to be working correctly.
Is there any way to prevent the error from occurring?

No IInputInteraction with name 'CustomHolding' (mentioned in 'CustomHolding(delayBetweenPerformed=0.2)') has been registered
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEngine.InputSystem.InputBindingResolver:InstantiateWithParameters<UnityEngine.InputSystem.IInputInteraction> (UnityEngine.InputSystem.Utilities.TypeTable,string,UnityEngine.InputSystem.IInputInteraction[]&,int&,UnityEngine.InputSystem.InputActionMap,UnityEngine.InputSystem.InputBinding&) (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Actions/InputBindingResolver.cs:614)
UnityEngine.InputSystem.InputBindingResolver:AddActionMap (UnityEngine.InputSystem.InputActionMap) (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Actions/InputBindingResolver.cs:335)
UnityEngine.InputSystem.InputActionMap:ResolveBindings () (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Actions/InputActionMap.cs:1372)
UnityEngine.InputSystem.InputActionMap:ResolveBindingsIfNecessary () (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Actions/InputActionMap.cs:1237)
UnityEngine.InputSystem.InputActionMap:Enable () (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Actions/InputActionMap.cs:541)
UnityEngine.InputSystem.InputActionAsset:Enable () (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Actions/InputActionAsset.cs:804)
UnityEngine.InputSystem.InputSystem:EnableActions () (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/InputSystem.cs:3033)
UnityEngine.InputSystem.InputSystem:Reset (bool,UnityEngine.InputSystem.LowLevel.IInputRuntime) (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/InputSystem.cs:3911)
UnityEngine.InputSystem.InputSystem:InitializeInEditor (UnityEngine.InputSystem.LowLevel.IInputRuntime) (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/InputSystem.cs:3537)
UnityEngine.InputSystem.InputSystem:.cctor () (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/InputSystem.cs:3499)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes (System.Type[])

@SeiyaKuwata
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The error was resolved by increasing the version of Unity

@jjisoh
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jjisoh commented Jan 17, 2025

The error was resolved by increasing the version of Unity

What version did you upload?

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