--- uid: input-system-binding-properties-panel --- # Binding Properties panel reference Use the Binding Properties panel to configure [bindings](bindings.md) and [composite bindings](composite-bindings.md), and their associated [interactions](Interactions.md) and [processors](processors.md). The Binding Properties panel changes depending on whether you are configuring a single [binding](bindings.md) or a [composite binding](composite-bindings.md). ## Binding properties For each [binding](bindings.md), the Binding Properties panel displays the following properties by default: |Property|Description| |-|-| |**Path**| Select the path of the control to assign this binding to. You can select an [input device](devices.md) from the list available, or use the **Usage** menu to select from a list of [usages](control-usages.md). | |**Use in control scheme**|Select the [control schemes](control-schemes.md) that you want to apply this binding to.

This section only appears if you have control schemes in your project. | ## Composite binding properties When you create a [composite binding](composite-bindings.md), the Binding Properties panel displays the following properties by default: |Property|Description| |-|-| |**Composite Type**|Select the [composite type](composite-bindings.md) of the selected binding. The options are:
- **1D Axis**: Create a composite binding made of two buttons: one that pulls a 1D axis in its negative direction, and another that pulls it in its positive direction.
- **2D Vector**: Create a composite binding that represents a 4-way button setup like the D-pad on gamepads.
- **3D Vector**: Create a composite binding that represents a 6-way button where two combinations each control one axis of a 3D vector.
- **One Modifier**: Create a composite binding that requires the user to hold down a "modifier" button in addition to another control from which the actual value of the binding is determined.
- **Two Modifiers**: Create a composite binding that requires the user to hold down a "modifier" button in addition to another control from which the actual value of the binding is determined. | For more information on the composite types that are available by default, refer to scripting documentation on [`InputSystem.Composites`](../api/UnityEngine.InputSystem.Composites.html). Others might also be available if your project contains custom composite binding types. ### Axis binding reference When **Composite Type** is set to **1D Axis**, the Binding Properties panel displays the following properties by default: |Property|Description| |-|-| |**Which Side Wins**|Define what happens when both buttons are triggered at the same time.
- **Positive**: Prioritize the Positive binding.
- **Negative**: Prioritize the Negative binding.
- **Neither**: Do nothing when both bindings are triggered at the same time. | For more details, refer to scripting reference documentation on [`Composites.AxisComposite`](../api/UnityEngine.InputSystem.Composites.AxisComposite.html). ### Vector binding reference When **Composite Type** is set to **2D Vector** or **3D Vector**, the Binding Properties panel displays the following properties by default: |Property|Description| |-|-| |**Mode**| Select the process that the Input System uses to calculate a Vector2 or Vector3 from the input values provided.
- **Analog**: Accept and use the floating-point values from controls.
- **Digital**: Treat control values as on/off, and do not normalize the resulting vector.
- **Digital Normalized**: Treat control values as on/off, and normalize the resulting vector. | For more details on each mode, refer to scripting reference documentation on [`Vector2Composite.Mode`](../api/UnityEngine.InputSystem.Composites.Vector2Composite.Mode.html) and [`Vector3Composite.Mode`](../api/UnityEngine.InputSystem.Composites.Vector3Composite.Mode.html). ### Binding with modifier reference When **Composite Type** is set to **One Modifier**, **Two Modifiers**, **Button With One Modifier**, or **Button with Two Modifiers**, the Binding Properties panel displays the following properties by default: |Property|Description| |-|-| |**Override Modifiers Need To Be Pressed First**| **Note**: This property is obsolete. Use the **Modifiers Order** property instead.

Override the Input Consumption setting, so that the composite binding still triggers if the modifiers are pressed after the button. | |**Modifiers order**| Define the order in which buttons and modifiers must be pressed in order to trigger the composite binding.
- **Default**: Apply the Input Consumption setting.
- **Ordered**: Only trigger the binding if the modifiers are in a pressed state before the button enters a pressed state.
- **Unordered**: Allow the binding to trigger regardless of the order in which the buttons and modifiers enter a pressed state. | For more details, refer to scripting reference documentation on [`OneModifierComposite`](../api/UnityEngine.InputSystem.Composites.OneModifierComposite.html), [`TwoModifiersComposite`](../api/UnityEngine.InputSystem.Composites.TwoModifiersComposite.html), [`ButtonWithOneModifier`](../api/UnityEngine.InputSystem.Composites.ButtonWithOneModifier.html), and [`ButtonWithTwoModifiers`](../api/UnityEngine.InputSystem.Composites.ButtonWithTwoModifiers.html). [!include[Interactions reference](include-interactions-reference.md)] [!include[Processors reference](include-processors-reference.md)]