Scylla Framework
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    • Scylla.Input
      • AutoResolveChange
      • AutoResolveResult
      • BindingConflict
      • BindingStorageSettings
      • BindingStorageType
      • BridgeSettings
      • BufferedInput
      • ConfigActionEntry
      • ConfigBindingEntry
      • ConfigConflict
      • ConfigSchemeGroup
      • ContextValidationMessage
      • ContextValidationSeverity
      • ControlScheme
      • ControlSchemeChangedEvent
      • ControlSchemeManager
      • ControlSchemeType
      • GamepadButton
      • GamepadType
      • IBindingStorage
      • IControlSchemeManager
      • IInputActionManager
      • IInputBindingManager
      • IInputBridgeManager
      • IInputBufferManager
      • IInputContextManager
      • IInputHintsManager
      • IInputListener
      • IScyllaInputBridge
      • InputActionCanceledEvent
      • InputActionManager
      • InputActionPerformedEvent
      • InputActionStartedEvent
      • InputBindingManager
      • InputBindingsLoadedEvent
      • InputBindingsSavedEvent
      • InputBridgeManager
      • InputBridgeQueryMode
      • InputBufferConsumedEvent
      • InputBufferManager
      • InputBufferedEvent
      • InputConflictResolution
      • InputContext
      • InputContextChangedEvent
      • InputContextDefinition
      • InputContextManager
      • InputContextPoppedEvent
      • InputContextPushedEvent
      • InputDeviceChangedEvent
      • InputDeviceConnectedEvent
      • InputDeviceDisconnectedEvent
      • InputDeviceType
      • InputDeviceUtil
      • InputDisabledEvent
      • InputEnabledEvent
      • InputEventType
      • InputHint
      • InputHintChangedEvent
      • InputHintsManager
      • InputIconSet
      • InputIconSet.IconMapping
      • InputIconSetChangedEvent
      • InputLoggingSettings
      • InputRebindCancelledEvent
      • InputRebindCompletedEvent
      • InputRebindManager
      • InputRebindOperation
      • InputRebindStartedEvent
      • InputRebindUtils
      • JSONFileBindingStorage
      • ManagedRebindCancelledEvent
      • ManagedRebindCompletedEvent
      • ManagedRebindDataRefreshedEvent
      • ManagedRebindStartedEvent
      • PlayerPrefsBindingStorage
      • RebindMode
      • RebindSettings
      • ScyllaInput
      • ScyllaInput.Meta
      • ScyllaInputAction
      • ScyllaInputActionMap
      • ScyllaInputBinding
      • ScyllaInputConfiguration
      • ScyllaInputContextConfiguration
      • ScyllaKey
      • ScyllaKeyConverter
      • ScyllaModifier
      • UnityInputSystemBridge
    • Scylla.Input.Editor
      • ControlSchemeDrawer
      • DeviceStatusWidget
      • IconMappingDrawer
      • InputIconSetEditor
      • ScyllaInputConfigurationEditor
      • ScyllaInputContextConfigurationEditor
      • ScyllaInputDependencyProvider
      • ScyllaInputEditor
      • ScyllaInputMenuItems
      • ScyllaInputWizard

    Class BindingConflict

    Describes a single binding conflict detected when a player attempts to assign an input control path that is already occupied by another action.

    Inheritance
    object
    BindingConflict
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Scylla.Input
    Assembly: ScyllaInput.dll
    Syntax
    public class BindingConflict
    Remarks

    Instances are created and returned by GetConflicts(string, string) during conflict detection. A conflict occurs when the effective path of an existing binding - either its default path or an applied override - is identical (case-insensitive) to the candidate path being evaluated.

    Each instance identifies exactly one conflicting binding. If the candidate path is shared by multiple actions or multiple bindings within a single action, GetConflicts returns one BindingConflict per colliding binding.

    Composite binding containers (bindings for which InputBinding.isComposite is true) are never included in conflict results - only their leaf part bindings are evaluated.

    The information carried by a BindingConflict is read-only. Use it to present an informative UI message or to automatically resolve the conflict by clearing the existing binding via ClearBindingOverride(string, int).

    Constructors

    BindingConflict(string, string, int, string, string)

    Initializes a new BindingConflict with full details about the conflicting binding.

    Declaration
    public BindingConflict(string conflictingActionID, string conflictingMapID, int conflictingBindingIndex, string conflictingPath, string displayString)
    Parameters
    Type Name Description
    string conflictingActionID

    The name of the Unity Input System action that already occupies the candidate input path. Used to identify which action must be cleared or reassigned to resolve the conflict.

    string conflictingMapID

    The name of the Unity action map that contains the conflicting action. Together with conflictingActionID this uniquely identifies the source of the conflict across all registered action maps.

    int conflictingBindingIndex

    Zero-based index of the conflicting binding within the action's bindings collection. Pass this to ClearBindingOverride(string, int) to remove the conflict.

    string conflictingPath

    The Unity Input System control path that is shared (e.g., "<Keyboard>/space"). This is the effectivePath of the conflicting binding and equals the candidate path that triggered the conflict.

    string displayString

    A human-readable label for the conflicting input (e.g., "Space", "Button South"). Produced by Unity's Input System and suitable for display in a key-mapping UI without additional formatting.

    Properties

    ConflictingActionID

    Gets the name of the Unity Input System action that already occupies the conflicting input path.

    Declaration
    public string ConflictingActionID { get; }
    Property Value
    Type Description
    string

    A non-null string matching the InputAction.name of the conflicting action. Pass this to ClearBindingOverride(string, int) together with ConflictingBindingIndex to resolve the conflict programmatically.

    ConflictingBindingIndex

    Gets the zero-based index of the conflicting binding within the action's bindings collection.

    Declaration
    public int ConflictingBindingIndex { get; }
    Property Value
    Type Description
    int

    A non-negative integer. Pass this along with ConflictingActionID to ClearBindingOverride(string, int) to remove the conflict.

    ConflictingMapID

    Gets the name of the Unity action map that contains the conflicting action.

    Declaration
    public string ConflictingMapID { get; }
    Property Value
    Type Description
    string

    A non-null string matching the InputActionMap.name of the map that owns the conflicting action. Useful for displaying context in a key-mapping UI (e.g., "Gameplay / Jump" vs. "UI / Submit").

    ConflictingPath

    Gets the Unity Input System control path that is shared between the candidate binding and this conflicting binding.

    Declaration
    public string ConflictingPath { get; }
    Property Value
    Type Description
    string

    A non-null control path string such as "<Keyboard>/space" or "<Gamepad>/buttonSouth". This is the effectivePath of the conflicting InputBinding and represents the point of collision.

    DisplayString

    Gets a human-readable label for the conflicting input control.

    Declaration
    public string DisplayString { get; }
    Property Value
    Type Description
    string

    A localized display string generated by Unity's Input System (e.g., "Space", "Button South"). Suitable for presenting conflict information in a key-mapping UI without any additional parsing or formatting.

    Methods

    ToString()

    Returns a diagnostic string summarizing the conflict in the form "Conflict: '<path>' is already bound to '<action>' in map '<map>'".

    Declaration
    public override string ToString()
    Returns
    Type Description
    string

    A human-readable string combining ConflictingPath, ConflictingActionID, and ConflictingMapID. Suitable for log output and debugging; not intended for end-user display.

    Overrides
    object.ToString()

    See Also

    GetConflicts(string, string)
    HasConflict(string, string)
    OnConflictDetected
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