Glyphs
Input glyphs are an easy way to show users which buttons to press for actions, they automatically adjust for whatever device you're using and return appropriate textures.
Input glyphs are an easy way to show users which buttons to press for actions, they automatically adjust for whatever device you're using and return appropriate textures.
Texture JumpButton = Input.GetGlyph( "jump" );
Glyphs can change from users rebinding keys, or switching input devices - so it's worth it just grabbing them every frame.
You can also choose between the default and outlined versions of glyphs, like so:
Texture JumpButton = Input.GetGlyph( "jump", true );

To use these quickly and easily in razor, you can use the resulting texture directly in an panel:
<Image Texture="@Input.GetGlyph( "jump", InputGlyphSize.Medium, true )" />
Examples


Referenced API
Canonical API pages mentioned in this guide.
No summary available.
A named input of a node. Inputs can connect to outputs of other nodes, or have a constant value. Use `!:SetLink(LinkSource)` to set which output this input links to, or `!:SetLinks(LinkSource[])` if this input can accept an array of values.
Allows querying of player button presses and other inputs.
No summary available.
A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by code. Can also be 2D, 3D (multiple slices), or a cube texture (6 slices).
A generic box that displays a given texture within itself.
Get a glyph texture from the controller bound to the action. If no binding is found will return an 'UNBOUND' glyph.
No summary available.