Input Events
Built-in authoring reference for Mercury 1.0.1. All events.
1D Axis Input
Runs once every active simulation step with the selected 1D Axis Command’s complete signed Axis Value (event.axisValue), including zero. Movement actions consume this Event value instead of reading Input Manager themselves.
Reference key: axis1dInput.
Editor category: Input > 1D Axis Commands.
Example: Use 1D Axis Input for continuous signed input such as horizontal movement, steering, throttle, or climbing. The Event supplies the complete value, including zero.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisValue | number | Processed 1D Command value from -1 to 1, after the Command configuration. The sign indicates direction; 0 is neutral. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
1D Half Changed
Runs when the 1D Axis value changes while the selected Negative (-) or Positive (+) half is held.
Reference key: axis1dDirectionChanged.
Editor category: Input > 1D Axis Commands.
Example: Use 1D Half Changed when the analog value changes while one selected half is held.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| direction | enum | Direction associated with this Event. A direction release identifies the direction that ended; it need not match a newly active direction. Choices: negative, positive. |
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisValue | number | Processed 1D Command value from -1 to 1, after the Command configuration. The sign indicates direction; 0 is neutral. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
1D Half Held
Runs every simulation step while the selected Negative (-) or Positive (+) half remains held.
Reference key: axis1dDirectionHeld.
Editor category: Input > 1D Axis Commands.
Example: Use 1D Half Held for work that repeats while one selected half remains beyond the threshold.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| direction | enum | Direction associated with this Event. A direction release identifies the direction that ended; it need not match a newly active direction. Choices: negative, positive. |
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisValue | number | Processed 1D Command value from -1 to 1, after the Command configuration. The sign indicates direction; 0 is neutral. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
1D Half Pressed
Runs once when the selected half is pressed: Negative (-) or Positive (+).
Reference key: axis1dDirectionPressed.
Editor category: Input > 1D Axis Commands.
Example: Use 1D Half Pressed for a one-shot edge on the Negative (-) or Positive (+) half.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| direction | enum | Direction associated with this Event. A direction release identifies the direction that ended; it need not match a newly active direction. Choices: negative, positive. |
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisValue | number | Processed 1D Command value from -1 to 1, after the Command configuration. The sign indicates direction; 0 is neutral. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
1D Half Released
Runs once when the selected Negative (-) or Positive (+) half is released.
Reference key: axis1dDirectionReleased.
Editor category: Input > 1D Axis Commands.
Example: Use 1D Half Released when one selected half returns below the threshold.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| direction | enum | Direction associated with this Event. A direction release identifies the direction that ended; it need not match a newly active direction. Choices: negative, positive. |
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisValue | number | Processed 1D Command value from -1 to 1, after the Command configuration. The sign indicates direction; 0 is neutral. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
2D Axis Input
Runs once every active simulation step with the selected 2D Axis Command’s complete Axis Vector (event.axisVector), including zero. Diagonals arrive as one length-limited vector and movement actions consume this Event value directly.
Reference key: axis2dInput.
Editor category: Input > 2D Axis Commands.
Example: Use 2D Axis Input for continuous movement, aim, or steering. The Event supplies one complete normalized vector, including zero.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisVector | vec2 | Processed 2D Command vector. X and Y are dimensionless axis values, not positions or speeds; 0, 0 is neutral. |
| axisVector.x | number | Horizontal component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| axisVector.y | number | Vertical component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
2D Direction Changed
Runs when the 2D Axis vector changes while the selected direction is held.
Reference key: axis2dDirectionChanged.
Editor category: Input > 2D Axis Commands.
Example: Use 2D Direction Changed when the vector changes while one selected direction is held.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| direction | enum | Direction associated with this Event. A direction release identifies the direction that ended; it need not match a newly active direction. Choices: left, right, up, down. |
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisVector | vec2 | Processed 2D Command vector. X and Y are dimensionless axis values, not positions or speeds; 0, 0 is neutral. |
| axisVector.x | number | Horizontal component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| axisVector.y | number | Vertical component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
2D Direction Held
Runs every simulation step while the selected Left, Right, Up, or Down direction is held.
Reference key: axis2dDirectionHeld.
Editor category: Input > 2D Axis Commands.
Example: Use 2D Direction Held for work that repeats while one selected direction remains beyond the threshold.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| direction | enum | Direction associated with this Event. A direction release identifies the direction that ended; it need not match a newly active direction. Choices: left, right, up, down. |
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisVector | vec2 | Processed 2D Command vector. X and Y are dimensionless axis values, not positions or speeds; 0, 0 is neutral. |
| axisVector.x | number | Horizontal component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| axisVector.y | number | Vertical component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
2D Direction Pressed
Runs once when the selected Left, Right, Up, or Down direction is pressed.
Reference key: axis2dDirectionPressed.
Editor category: Input > 2D Axis Commands.
Example: Use 2D Direction Pressed for a one-shot Left, Right, Up, or Down edge.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| direction | enum | Direction associated with this Event. A direction release identifies the direction that ended; it need not match a newly active direction. Choices: left, right, up, down. |
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisVector | vec2 | Processed 2D Command vector. X and Y are dimensionless axis values, not positions or speeds; 0, 0 is neutral. |
| axisVector.x | number | Horizontal component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| axisVector.y | number | Vertical component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
2D Direction Released
Runs once when the selected Left, Right, Up, or Down direction is released.
Reference key: axis2dDirectionReleased.
Editor category: Input > 2D Axis Commands.
Example: Use 2D Direction Released when one selected direction returns below the threshold.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| direction | enum | Direction associated with this Event. A direction release identifies the direction that ended; it need not match a newly active direction. Choices: left, right, up, down. |
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
| axisVector | vec2 | Processed 2D Command vector. X and Y are dimensionless axis values, not positions or speeds; 0, 0 is neutral. |
| axisVector.x | number | Horizontal component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| axisVector.y | number | Vertical component of the processed 2D Command vector, from -1 to 1. Sign follows the Command configuration. |
| magnitude | number | Processed input strength from 0 to 1. A direction and a magnitude are separate: a negative axis value still has a positive magnitude. |
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
Command Binding Cancelled
Runs when runtime input capture for the selected Command is cancelled, times out, loses focus, or cannot bind.
Reference key: commandBindingCancelled.
Editor category: Input > Commands.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| command | enum | Command associated with the operation. This is a configured game Command, rather than a physical key or button. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| commandChannel | enum | Channel of the Command being rebound, such as a button or an axis direction. Choices: button, negative, positive, axis, left, right, up, down, vector. |
| device | enum | Input device category used for the binding. Choices: keyboard, mouse, gamepad. |
| physicalInput | text | Captured physical input identifier, such as a keyboard key or gamepad control. Blank when no input was accepted. |
| error | text | Failure or cancellation detail supplied by the operation. Blank when no error detail was produced. |
Command Binding Changed
Runs after runtime input capture saves a player override for the selected Command.
Reference key: commandBindingChanged.
Editor category: Input > Commands.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| command | enum | Command associated with the operation. This is a configured game Command, rather than a physical key or button. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| commandChannel | enum | Channel of the Command being rebound, such as a button or an axis direction. Choices: button, negative, positive, axis, left, right, up, down, vector. |
| device | enum | Input device category used for the binding. Choices: keyboard, mouse, gamepad. |
| physicalInput | text | Captured physical input identifier, such as a keyboard key or gamepad control. Blank when no input was accepted. |
| error | text | Failure or cancellation detail supplied by the operation. Blank when no error detail was produced. |
Command Changed
Runs when the selected Button Command changes between released and held.
Reference key: commandChanged.
Editor category: Input > Commands.
Example: Use Command Changed when logic must react to either edge of a named Button Command.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| held | boolean | Whether the sampled Command or axis is active. A released or neutral sample is false. |
Command Held
Runs every simulation step while the selected Button Command is held. Use this for charging or automatic fire.
Reference key: commandHeld.
Editor category: Input > Commands.
Example: Use Command Held for charging, automatic fire, or other work that repeats while a named Button Command remains held.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
Command Pressed
Runs once when the selected Button Command matches its Single, Double, or Triple Press pattern. Double and Triple Press use one maximum time between consecutive release-separated presses. Delays, repetition, and cooldowns belong to explicit Logic actions and timers.
Reference key: commandPressed.
Editor category: Input > Commands.
Example: Listen for Jump → Command Pressed, then run the jump actions. Space, a mouse button, or any later keyboard/mouse remap can feed Jump.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Command Released
Runs once when the selected Button Command is released.
Reference key: commandReleased.
Editor category: Input > Commands.
Example: Use Command Released to stop, commit, or clean up an action when a named Button Command is released.
Object inputs: self.
Filter (Command): Select a Command of the type accepted by this Event. Configure its physical bindings and active Input Context in Game Settings → Input Manager.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| heldSeconds | number | Duration of the input gesture in seconds. Held Events report the current duration; release Events report the duration of the completed gesture. |
Focus Lost
Runs once on the first step after the game loses input focus. This happens when the player switches windows or tabs. Held inputs are cleared. Use this Event to clear a pending press, drag, or choice that was interrupted without a release.
Reference key: focusLost.
Editor category: Input > Interruptions.
Example: On Focus Lost, set $pressed to 0 so a press cut off by switching windows is forgotten.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Input Sequence Cancelled
Runs when sequence recording stops without submitting, including focus loss or when its Input Context becomes unavailable.
Reference key: inputSequenceCancelled.
Editor category: Input > Input Sequences.
Example: Use Input Sequence Cancelled to close sequence-entry UI without treating the input as a failed submission.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| active | boolean | Whether an input sequence attempt is still collecting input at the time of the Event. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| tokens | text | Collected input tokens serialized as text, in entry order. Token Count reports the number of tokens rather than the text length. |
| length | number | Number of tokens collected in the input sequence attempt. A cleared attempt contains 0 tokens. |
| lastToken | text | Most recently collected token. Blank when the attempt contains no tokens. |
| sequenceId | thing:inputSequenceAttempt | Handle identifying this input sequence attempt. Use it to correlate Events from one attempt; it is not an Object instance. |
| sequence | text | Name of the matched or submitted sequence. Can be blank before a sequence has been selected. |
| command | enum | Output Command associated with the selected input sequence. Can be blank before a match is selected. |
| matched | boolean | Whether the attempt matched a configured sequence at the time of this Event. |
| stepMode | enum | Token stepping policy of the input sequence attempt. Choices: command, button. |
| matchMode | enum | Sequence matching policy used by this attempt. Choices: submitted, automatic. |
| result | enum | Outcome of the sequence operation. Use the declared choices instead of parsing the Reason text. Choices: inactive, started, recording, cleared, cancelled, matched, unmatched. |
| reason | text | Additional reason for the sequence outcome, cancellation, or clearing operation. Can be blank when no detail is supplied. |
Input Sequence Cleared
Runs when Logic clears the tokens but leaves sequence recording active.
Reference key: inputSequenceCleared.
Editor category: Input > Input Sequences.
Example: Use Input Sequence Cleared to reset sequence-entry UI while recording remains active.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| active | boolean | Whether an input sequence attempt is still collecting input at the time of the Event. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| tokens | text | Collected input tokens serialized as text, in entry order. Token Count reports the number of tokens rather than the text length. |
| length | number | Number of tokens collected in the input sequence attempt. A cleared attempt contains 0 tokens. |
| lastToken | text | Most recently collected token. Blank when the attempt contains no tokens. |
| sequenceId | thing:inputSequenceAttempt | Handle identifying this input sequence attempt. Use it to correlate Events from one attempt; it is not an Object instance. |
| sequence | text | Name of the matched or submitted sequence. Can be blank before a sequence has been selected. |
| command | enum | Output Command associated with the selected input sequence. Can be blank before a match is selected. |
| matched | boolean | Whether the attempt matched a configured sequence at the time of this Event. |
| stepMode | enum | Token stepping policy of the input sequence attempt. Choices: command, button. |
| matchMode | enum | Sequence matching policy used by this attempt. Choices: submitted, automatic. |
| result | enum | Outcome of the sequence operation. Use the declared choices instead of parsing the Reason text. Choices: inactive, started, recording, cleared, cancelled, matched, unmatched. |
| reason | text | Additional reason for the sequence outcome, cancellation, or clearing operation. Can be blank when no detail is supplied. |
Input Sequence Matched
Runs when the selected Input Manager sequence matches, either automatically inside its timing window or after submission. The mapped Button Command is pressed immediately afterward.
Reference key: inputSequenceMatched.
Editor category: Input > Input Sequences.
Example: Use Input Sequence Matched for sequence-specific feedback; ordinary gameplay should usually react to the mapped Command Pressed Event.
Object inputs: self.
Filter (Input Sequence): Select the configured Input Sequence. Its definition, source inputs, and active Input Context determine whether a sequence can match.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| active | boolean | Whether an input sequence attempt is still collecting input at the time of the Event. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| tokens | text | Collected input tokens serialized as text, in entry order. Token Count reports the number of tokens rather than the text length. |
| length | number | Number of tokens collected in the input sequence attempt. A cleared attempt contains 0 tokens. |
| lastToken | text | Most recently collected token. Blank when the attempt contains no tokens. |
| sequenceId | thing:inputSequenceAttempt | Handle identifying this input sequence attempt. Use it to correlate Events from one attempt; it is not an Object instance. |
| sequence | text | Name of the matched or submitted sequence. Can be blank before a sequence has been selected. |
| command | enum | Output Command associated with the selected input sequence. Can be blank before a match is selected. |
| matched | boolean | Whether the attempt matched a configured sequence at the time of this Event. |
| stepMode | enum | Token stepping policy of the input sequence attempt. Choices: command, button. |
| matchMode | enum | Sequence matching policy used by this attempt. Choices: submitted, automatic. |
| result | enum | Outcome of the sequence operation. Use the declared choices instead of parsing the Reason text. Choices: inactive, started, recording, cleared, cancelled, matched, unmatched. |
| reason | text | Additional reason for the sequence outcome, cancellation, or clearing operation. Can be blank when no detail is supplied. |
Input Sequence Started
Runs when Logic starts the project-level sequence recorder. event.state identifies the participating active Input Contexts.
Reference key: inputSequenceStarted.
Editor category: Input > Input Sequences.
Example: Use Input Sequence Started to open sequence-specific UI or reset progress indicators.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| active | boolean | Whether an input sequence attempt is still collecting input at the time of the Event. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| tokens | text | Collected input tokens serialized as text, in entry order. Token Count reports the number of tokens rather than the text length. |
| length | number | Number of tokens collected in the input sequence attempt. A cleared attempt contains 0 tokens. |
| lastToken | text | Most recently collected token. Blank when the attempt contains no tokens. |
| sequenceId | thing:inputSequenceAttempt | Handle identifying this input sequence attempt. Use it to correlate Events from one attempt; it is not an Object instance. |
| sequence | text | Name of the matched or submitted sequence. Can be blank before a sequence has been selected. |
| command | enum | Output Command associated with the selected input sequence. Can be blank before a match is selected. |
| matched | boolean | Whether the attempt matched a configured sequence at the time of this Event. |
| stepMode | enum | Token stepping policy of the input sequence attempt. Choices: command, button. |
| matchMode | enum | Sequence matching policy used by this attempt. Choices: submitted, automatic. |
| result | enum | Outcome of the sequence operation. Use the declared choices instead of parsing the Reason text. Choices: inactive, started, recording, cleared, cancelled, matched, unmatched. |
| reason | text | Additional reason for the sequence outcome, cancellation, or clearing operation. Can be blank when no detail is supplied. |
Input Sequence Submitted
Runs whenever the current sequence is submitted, before the matched or unmatched result Event.
Reference key: inputSequenceSubmitted.
Editor category: Input > Input Sequences.
Example: Use Input Sequence Submitted for feedback that should happen for both matched and unmatched entries.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| active | boolean | Whether an input sequence attempt is still collecting input at the time of the Event. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| tokens | text | Collected input tokens serialized as text, in entry order. Token Count reports the number of tokens rather than the text length. |
| length | number | Number of tokens collected in the input sequence attempt. A cleared attempt contains 0 tokens. |
| lastToken | text | Most recently collected token. Blank when the attempt contains no tokens. |
| sequenceId | thing:inputSequenceAttempt | Handle identifying this input sequence attempt. Use it to correlate Events from one attempt; it is not an Object instance. |
| sequence | text | Name of the matched or submitted sequence. Can be blank before a sequence has been selected. |
| command | enum | Output Command associated with the selected input sequence. Can be blank before a match is selected. |
| matched | boolean | Whether the attempt matched a configured sequence at the time of this Event. |
| stepMode | enum | Token stepping policy of the input sequence attempt. Choices: command, button. |
| matchMode | enum | Sequence matching policy used by this attempt. Choices: submitted, automatic. |
| result | enum | Outcome of the sequence operation. Use the declared choices instead of parsing the Reason text. Choices: inactive, started, recording, cleared, cancelled, matched, unmatched. |
| reason | text | Additional reason for the sequence outcome, cancellation, or clearing operation. Can be blank when no detail is supplied. |
Input Sequence Unmatched
Runs when submitted tokens have no unique enabled match in the participating Input Contexts. event.reason distinguishes no-match from ambiguous-pattern.
Reference key: inputSequenceUnmatched.
Editor category: Input > Input Sequences.
Example: Use Input Sequence Unmatched to show an invalid-code response or offer another attempt.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| active | boolean | Whether an input sequence attempt is still collecting input at the time of the Event. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| tokens | text | Collected input tokens serialized as text, in entry order. Token Count reports the number of tokens rather than the text length. |
| length | number | Number of tokens collected in the input sequence attempt. A cleared attempt contains 0 tokens. |
| lastToken | text | Most recently collected token. Blank when the attempt contains no tokens. |
| sequenceId | thing:inputSequenceAttempt | Handle identifying this input sequence attempt. Use it to correlate Events from one attempt; it is not an Object instance. |
| sequence | text | Name of the matched or submitted sequence. Can be blank before a sequence has been selected. |
| command | enum | Output Command associated with the selected input sequence. Can be blank before a match is selected. |
| matched | boolean | Whether the attempt matched a configured sequence at the time of this Event. |
| stepMode | enum | Token stepping policy of the input sequence attempt. Choices: command, button. |
| matchMode | enum | Sequence matching policy used by this attempt. Choices: submitted, automatic. |
| result | enum | Outcome of the sequence operation. Use the declared choices instead of parsing the Reason text. Choices: inactive, started, recording, cleared, cancelled, matched, unmatched. |
| reason | text | Additional reason for the sequence outcome, cancellation, or clearing operation. Can be blank when no detail is supplied. |
Input Sequence Updated
Runs after the recorder adds one Command, Axis Direction, or Physical Button token. event.stepMode identifies the active step source; event.tokens and event.length describe that buffer.
Reference key: inputSequenceUpdated.
Editor category: Input > Input Sequences.
Example: Use Input Sequence Updated to display the current token count or play entry feedback.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| active | boolean | Whether an input sequence attempt is still collecting input at the time of the Event. |
| state | enum | Input Context associated with the binding or sequence attempt. The same physical input can have different bindings in different contexts. |
| tokens | text | Collected input tokens serialized as text, in entry order. Token Count reports the number of tokens rather than the text length. |
| length | number | Number of tokens collected in the input sequence attempt. A cleared attempt contains 0 tokens. |
| lastToken | text | Most recently collected token. Blank when the attempt contains no tokens. |
| sequenceId | thing:inputSequenceAttempt | Handle identifying this input sequence attempt. Use it to correlate Events from one attempt; it is not an Object instance. |
| sequence | text | Name of the matched or submitted sequence. Can be blank before a sequence has been selected. |
| command | enum | Output Command associated with the selected input sequence. Can be blank before a match is selected. |
| matched | boolean | Whether the attempt matched a configured sequence at the time of this Event. |
| stepMode | enum | Token stepping policy of the input sequence attempt. Choices: command, button. |
| matchMode | enum | Sequence matching policy used by this attempt. Choices: submitted, automatic. |
| result | enum | Outcome of the sequence operation. Use the declared choices instead of parsing the Reason text. Choices: inactive, started, recording, cleared, cancelled, matched, unmatched. |
| reason | text | Additional reason for the sequence outcome, cancellation, or clearing operation. Can be blank when no detail is supplied. |
Mouse Enter
Runs when the pointer enters this instance.
Reference key: mouseEnter.
Editor category: Input > Mouse and Pointer.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Held
Runs once per game step while the selected mouse button is held anywhere in the game view.
Reference key: mouseHeld.
Editor category: Input > Mouse and Pointer.
Example: Use Mouse Held for continuous aiming or dragging that does not require an object under the pointer.
Object inputs: self.
Filter (Mouse button): Select the physical mouse button. For an Object-specific pointer Event, the pointer must also address that Object.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| button | enum | Mouse button associated with the Event. The Event filter selects which buttons can trigger the Logic. Choices: left, right, middle. |
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Held on Object
Runs while a mouse button is held over this instance.
Reference key: clickDown.
Editor category: Input > Mouse and Pointer.
Object inputs: self.
Filter (Mouse button): Select the physical mouse button. For an Object-specific pointer Event, the pointer must also address that Object.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| button | enum | Mouse button associated with the Event. The Event filter selects which buttons can trigger the Logic. Choices: left, right, middle. |
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Leave
Runs when the pointer leaves this instance.
Reference key: mouseLeave.
Editor category: Input > Mouse and Pointer.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Move
Runs once per game step when the pointer moves over this instance.
Reference key: mouseMove.
Editor category: Input > Mouse and Pointer.
Example: Use Mouse Move to make an object react while the pointer travels across it.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Press
Runs once when the selected mouse button is newly pressed anywhere in the game view.
Reference key: mousePress.
Editor category: Input > Mouse and Pointer.
Example: Use Mouse Press to fire, dismiss a prompt, or react without requiring an object under the pointer.
Object inputs: self.
Filter (Mouse button): Select the physical mouse button. For an Object-specific pointer Event, the pointer must also address that Object.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| button | enum | Mouse button associated with the Event. The Event filter selects which buttons can trigger the Logic. Choices: left, right, middle. |
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Pressed on Object
Runs once when a mouse button is newly pressed over this instance.
Reference key: clickPressed.
Editor category: Input > Mouse and Pointer.
Example: Use Mouse Pressed On Object on a coin so one click can add score and move it.
Object inputs: self.
Filter (Mouse button): Select the physical mouse button. For an Object-specific pointer Event, the pointer must also address that Object.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| button | enum | Mouse button associated with the Event. The Event filter selects which buttons can trigger the Logic. Choices: left, right, middle. |
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Release
Runs once when the selected mouse button is released anywhere in the game view.
Reference key: mouseRelease.
Editor category: Input > Mouse and Pointer.
Example: Use Mouse Release to finish a charge, drag, or other interaction anywhere in the game view.
Object inputs: self.
Filter (Mouse button): Select the physical mouse button. For an Object-specific pointer Event, the pointer must also address that Object.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| button | enum | Mouse button associated with the Event. The Event filter selects which buttons can trigger the Logic. Choices: left, right, middle. |
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Released on Object
Runs once when a mouse button is released over this instance.
Reference key: clickReleased.
Editor category: Input > Mouse and Pointer.
Object inputs: self.
Filter (Mouse button): Select the physical mouse button. For an Object-specific pointer Event, the pointer must also address that Object.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| button | enum | Mouse button associated with the Event. The Event filter selects which buttons can trigger the Logic. Choices: left, right, middle. |
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Mouse Wheel
Runs when the mouse wheel scrolls up or down over the game.
Reference key: mouseWheel.
Editor category: Input > Mouse and Pointer.
Example: Use Mouse Wheel [up] and [down] to zoom a camera or scroll a menu.
Object inputs: self.
Filter (Wheel direction): Select the wheel direction offered by the Event dialog.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
Event context
| Field | Type | Description |
|---|---|---|
| wheel | enum | Mouse wheel direction reported for this Event. This indicates direction rather than a scroll distance. Choices: up, down. |
| position | vec2 | Pointer position in the 2D world, in metres for current projects and using the project coordinate convention. This is not a browser-window pixel coordinate. An unavailable pointer position reads 0, 0. |
| position.x | number | Horizontal world coordinate of the pointer, in metres for current projects. |
| position.y | number | Vertical world coordinate of the pointer, in metres for current projects. The sign follows the project coordinate convention. |
Touch Cancelled
Runs once when an active touch is cancelled. A system gesture or incoming call can cause cancellation. The Event runs before Mouse Release and Mouse Released on Object in the same step. Clear the pending touch operation here.
Reference key: touchCancelled.
Editor category: Input > Interruptions.
Example: On Touch Cancelled, clear the picked piece so an interrupted touch moves nothing.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Myth Engine Documentation
