OmniGraph Node omni.graph.action.OnGamepadInput

omni.graph.action.OnGamepadInput Properties

Name

Value

Version

1

Extension

omni.graph.action

Has State?

False

Implementation Language

C++

Default Memory Type

cpu

Generated Code Exclusions

tests

uiName

On Gamepad Input

__categories

graph:action,input:gamepad

__exclusions

tests

Generated Class Name

OgnOnGamepadInputDatabase

Python Module

omni.graph.action

omni.graph.action.OnGamepadInput Description

Event node which fires when a gamepad event occurs. This node only capture events on buttons, excluding triggers and sticks

omni.graph.action.OnGamepadInput Inputs

Name

Type

Default

Required?

Descripton

inputs:gamepadElementIn

token

Face Button Bottom

Y

The gamepad button to trigger the downstream execution.

displayGroup

parameters

literalOnly

1

allowedTokens

Face Button Bottom,Face Button Right,Face Button Left,Face Button Top,Left Shoulder,Right Shoulder,Special Left,Special Right,Left Stick Button,Right Stick Button,D-Pad Up,D-Pad Right,D-Pad Down,D-Pad Left

outputOnly

1

__allowedTokens

{“FaceButtonBottom”: “Face Button Bottom”, “FaceButtonRight”: “Face Button Right”, “FaceButtonLeft”: “Face Button Left”, “FaceButtonTop”: “Face Button Top”, “LeftShoulder”: “Left Shoulder”, “RightShoulder”: “Right Shoulder”, “SpecialLeft”: “Special Left”, “SpecialRight”: “Special Right”, “LeftStickButton”: “Left Stick Button”, “RightStickButton”: “Right Stick Button”, “DpadUp”: “D-Pad Up”, “DpadRight”: “D-Pad Right”, “DpadDown”: “D-Pad Down”, “DpadLeft”: “D-Pad Left”}

uiName

Gamepad Element In

__default

“Face Button Bottom”

inputs:gamepadId

uint

0

Y

Gamepad id number starting from 0. Each gamepad will be registered automatically with an unique ID monotonically increasing in the order they are connected. If gamepad is disconnected, the ID assigned to the remaining gamepad will be adjusted accordingly so the IDs are always continues and start from 0 Change this value to a non-existing ID will result an error prompt in the console and the node will not listen to any gamepad input.

literalOnly

1

uiName

Gamepad ID

__default

0

inputs:onlyPlayback

bool

True

Y

When true, the node is only computed while Stage is being played.

literalOnly

1

uiName

Only Simulate On Play

__default

true

omni.graph.action.OnGamepadInput Outputs

Name

Type

Default

Required?

Descripton

outputs:isPressed

bool

None

Y

True if the gamepad button was pressed, False if it was released

outputs:pressed

execution

None

Y

Executes when gamepad element was pressed

uiName

Pressed

outputs:released

execution

None

Y

Executes when gamepad element was released

uiName

Released