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@Invertex
Last active May 16, 2024 09:56
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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
}
@klootas
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klootas commented Jun 10, 2023

@Invertex Perfect!

It's folks like you that make Unity's Swiss cheese taste full👌

@SenshiSentou
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@SenshiSentou was the issue resolved?

Sorry, I hadn't gotten around to this till now. This seems to work perfectly, yes! Thank you so much! :)

@SenshiSentou
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Hi, me again. Found another bug, and I haven't been able to solve it yet.

If the PlayerInput component sending the custom holding event is either disabled or deactivated while the interaction is taking place (the button is held down), Unity exits. No warnings, no errors, no nothing.

Looking through the code it seems you're trying to safeguard against this already, but something's still awry for sure. If I manage to solve it I'll follow-up here

@SenshiSentou
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Update: After disabling stack traces I found it was a stack overflow going on. I've uploaded a fix here: https://gist.github.com/SenshiSentou/384c5ca22282544cb630d24719301f4e

The gist of it is there is an infinite recursion going on between calling Reset(), which calls Cancel(), which calls context.Canceled(), which triggers another Reset(), which repeats the cycle. The quick and dirty fix I implemented adds an _isCanceled flag to prevent this infinite recursion.

There is a nicer way to do this however. I noticed Cancel()'s ref context parameter to be unnecessary, as it can just access ctx already. I merged it into Reset() in my gist, but there should probably be a proper separation between cancelling the event, and resetting internal state (_heldTime and the delegates). If I end up refactoring it later I'll post here again :)

@Invertex
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Thanks for the heads up and figuring out the issue!

I've taken a bit simpler approach to fixing it by separating the cleanup logic from the Cancel and Reset and not making Reset() call Cancel(), since it should already be implied that it is entering the Canceled state if Reset() is being called.

Hopefully it's fully solved :)

@fralvarezz
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I have found that sometimes, when I was messing with multiple input devices at once, and switching back and forth from one to another, the _heldTime variable was not reset. I have dug a bit into it, and it looks like _isCanceled flag was not being correctly reset. I am not an expert, but the only place I can find that _isCanceled is being reset to false is on the Reset() function, but that one has an initial exit clause that breaks out of the function if _isCanceled == true. I have added a reset such as:

if(_isCanceled) { _isCanceled = false; return; }

and this seems to do the trick. Am I missing out on something, any reason this shouldn't be added?

@Invertex
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Invertex commented Dec 4, 2023

@fralvarezz Thanks for the comment! You seem to be using an outdated version of the script though. The version in this post (July 11th) doesn't use an _isCanceled bool to track that, but relies more on Unity's internal systems instead. Try out the current version and let me know if you still have the issue!

@fralvarezz
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Oh, I'm very sorry, I am not sure how I missed that! I have pulled the latest version, and it seems to be a bit more consistent on my end, although I have managed to trigger a very similar scenario. Actuating and releasing two input devices at a time linked to the same action can lead to a weird state, where not matter what you do or how long you press a given input, the state of the InputActionContext.phase will be "Waiting". Using another input device once will cancel out this behavior and everything will start working great again.

I am aware that this is an edge case scenario and most games don't even allow having multiple devices for the same input action at once, so I'm not expecting anybody to fix it, although it's probably good to know. I'll be looking a bit more into this myself, too, and will try to reproduce it (and hopefully find a solution!) in an empty project that's less cluttered than my game :)
For reference too, I'm on Unity 2020.3.48, and Input System 1.7.0

@AdmiralEgg
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Great plug-in, thank you!

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