Input
You can use the Input component to bind
raw input to events in your game. The Input component references an
.inputbindings
file, which binds a set of inputs (such as from a
mouse, keyboard, game controller, and so on) to an event.
For example, you can add the Input component to an entity and specify
in the .inputbindings
file that when you press the keyboard spacebar,
the entity rotates.
To work with inputs, you must enable the Input Management Framework and the Starting Point Input gems. For more information, see Add modular features and assets with Gems.
Input Properties

The Input component has the following properties.
Name | Description |
---|---|
Input to event bindings |
References an |
Input contexts |
A string to specify valid context(s) for the
An empty string You can use this parameter to specify what context asset binding is available for the component. This is useful if you want the component to switch between different input events. For an example of working with contexts, see Input Request Bus. Input event bus (EBus) messages aren't generated while the Console window is open. |