public sealed struct Sandbox.Gizmo.Inputs
The input state, allows interaction with Gizmos
Related Guides
Broader workflow and conceptual references connected to this API.
Just like Subgraphs, you can also create your own custom Nodes with C# (and shader code) to be used in Shader Graphs.
Some Input methods are specific to Controllers/Gamepads, and are useful to know for making sure your player experience caters to those who don't play on a Keyboard + Mouse.
Subgraphs are a collection of Shader Graph nodes that can be easily reused as a single node across other Shaders and even other Subgraphs. This is an easy way of develop custom Shader Graph Functions of your own.
If you're just opting for default Vertex and Pixel inputs which are usable on the default shading model, these are the reference member variables for each:
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Shader Graph is a visual scripting language that compiles to shader code. This is great for those who have never touched shader languages as well as those who have deep shader knowledge and want to quickly and easily prototype a shader idea they have.
Properties
Showing 8 properties
public Sandbox.SceneCamera Sandbox.Gizmo.Inputs.Camera { get; set; }
public bool Sandbox.Gizmo.Inputs.IsHovered { get; set; }
True if the scene is being hovered by the mouse. False if the cursor is being used somewhere else
public Sandbox.KeyboardModifiers Sandbox.Gizmo.Inputs.Modifiers { get; set; }
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Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.Gizmo.Inputs |