Interactions
Custom Unity Input System interactions that extend the default input processing behavior. Interactions modify how input actions transition between phases (Started → Performed → Canceled), enabling patterns not covered by Unity's built-in interactions.
Classes
Fires Performed every frame while the control is actuated, enabling continuous per-frame input reading
How Interactions Work
Unity's Input System processes input through a phase state machine:
The default behavior transitions Performed → Waiting after each trigger. ContinuousInteraction overrides this by calling PerformedAndStayPerformed(), keeping the action in Performed phase every frame until the control is released.
Registration
Interactions are registered with Unity's Input System via the static constructor and [InitializeOnLoad] / [RuntimeInitializeOnLoad] attributes. This ensures they are available both in the Editor and at runtime without manual setup.
See Also
InputSystem Overview — parent system
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