mouseScrollDelta
The current mouse scroll delta. (Read Only)
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Property
- Namespace: UnityEngine
- Assembly: UnityEngine.InputLegacyModule
public static Vector2 mouseScrollDelta { get; }
Remarks
Note: This API is part of the legacy Input Manager. The recommended best practice is that you don't use this API in new projects. For new projects, use the Input System package. To learn more about input, refer to Input.
_mouseScrollDelta is stored in a _y property. (The _x value is ignored.) _mouseScrollDelta can be positive (up) or negative (down). The value is zero when the mouse scroll is not rotated. Note that a mouse with a center scroll wheel is typical on a PC. Modern uses double finger movement up and down on the trackpad to emulate center scrolling. The value returned by _mouseScrollDelta will need to be adjusted according to the scroll rate. In the example below a of /0.1f/ is used.
macOSscaleNote that _mouseScrollDelta is read-only.
Examples
using System.Collections;using System.Collections.Generic;using UnityEngine; // Input.mouseScrollDelta example // // Create a sphere moved by a mouse scrollwheel or two-finger // slide on a Mac trackpad.public class ExampleClass : MonoBehaviour{ private Transform sphere; private float scale; void Awake() { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere = go.transform; // create a yellow quad go = GameObject.CreatePrimitive(PrimitiveType.Quad); go.transform.Rotate(new Vector3(90.0f, 0.0f, 0.0f)); go.transform.localScale = new Vector3(4.0f, 4.0f, 4.0f); go.GetComponent<Renderer>().material.color = new Color(0.75f, 0.75f, 0.0f, 0.5f); // change the camera color and position Camera.main.clearFlags = CameraClearFlags.SolidColor; Camera.main.transform.position = new Vector3(2, 1, 5); Camera.main.transform.Rotate(0, -160, 0); scale = 0.1f; } void OnGUI() { Vector3 pos = sphere.position; pos.y += Input.mouseScrollDelta.y * scale; sphere.position = pos; }}