> For the complete documentation index, see [llms.txt](https://docs.decentraland.org/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.decentraland.org/creator/scenes-sdk7/2d-ui/ui_input_binding.md).

# UI Input Binding

Bind input actions to your own UI elements so they drive player input.

`UiInputBinding` turns any UI element into a control button. Bind an element to one or more [`InputAction`](/creator/scenes-sdk7/interactivity/button-events/click-events.md#pointer-buttons)s, and while it's pressed — by touch or pointer — those actions are held down, driving both the local player's input (movement, jumping) and any scene [`InputAction`](/creator/scenes-sdk7/interactivity/button-events/click-events.md#pointer-buttons) listeners, exactly like the native on-screen buttons.

Use it to build your own touch controls. It's typically paired with [On-screen Controls](/creator/scenes-sdk7/interactivity/touch-screen-controls.md): hide the native buttons, then put your own in their place.

<figure><img src="https://45449780-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoPnXBby9S6MrsW83Y9qZ%2Fuploads%2Fgit-blob-871e8f850109fd31650535349ba3e385565845f1%2Fui-input-binding.jpg?alt=media" alt="A retro-style gamepad assembled from custom UI elements, each wired to an input action"><figcaption><p>A fully custom gamepad built from UI elements — each button is a UI entity bound to an input action</p></figcaption></figure>

## Bind an action to a UI element

Add a `uiInputBinding` prop to any element in your `.tsx` UI and list the actions to hold while it's pressed. The prop is available on every UI element ([`UiEntity`](/creator/scenes-sdk7/2d-ui/onscreen-ui.md#ui-entities), [`Button`](/creator/scenes-sdk7/2d-ui/onscreen-ui.md#ui-entities), [`Label`](/creator/scenes-sdk7/2d-ui/onscreen-ui.md#ui-entities), …), just like `uiTransform` and `uiBackground`.

**A button that moves the player forward while held:**

```tsx
import { InputAction } from '@dcl/sdk/ecs'
import { Button } from '@dcl/sdk/react-ecs'

export const forwardButton = () => (
	<Button
		value="▲"
		uiTransform={{ width: 100, height: 100 }}
		uiInputBinding={{ actions: [InputAction.IA_FORWARD] }}
	/>
)
```

## Build a custom control cluster

Combine several bound elements to assemble a full control scheme.

**A movement button plus an action button that fires `IA_PRIMARY`:**

```tsx
import { InputAction } from '@dcl/sdk/ecs'
import { Button, UiEntity } from '@dcl/sdk/react-ecs'

export const customControls = () => (
	<UiEntity uiTransform={{ width: 240, height: 120 }}>
		<Button
			value="▲"
			uiTransform={{ width: 100, height: 100 }}
			uiInputBinding={{ actions: [InputAction.IA_FORWARD] }}
		/>
		<Button
			value="Use"
			uiTransform={{ width: 100, height: 100 }}
			uiInputBinding={{ actions: [InputAction.IA_PRIMARY] }}
		/>
	</UiEntity>
)
```

The bound actions behave just like the native buttons: `IA_FORWARD` / `IA_BACKWARD` / `IA_LEFT` / `IA_RIGHT` move the avatar, and any action can be read by your scene's [`InputAction`](/creator/scenes-sdk7/interactivity/button-events/click-events.md#pointer-buttons) listeners. Removing the prop (or the component) releases the binding.

## Properties

| Property  | Type                                                                                                       | Description                                                                                                                                                                                                                                                                    |
| --------- | ---------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| `actions` | array of [`InputAction`](/creator/scenes-sdk7/interactivity/button-events/click-events.md#pointer-buttons) | The input actions held down while this element is pressed. See [Click events](/creator/scenes-sdk7/interactivity/button-events/click-events.md) for the full list of [`InputAction`](/creator/scenes-sdk7/interactivity/button-events/click-events.md#pointer-buttons) values. |

{% hint style="info" %}
Pair this with [`TouchScreenControls`](/creator/scenes-sdk7/interactivity/touch-screen-controls.md) to hide the native controls and replace them with your own touch UI — the recommended way to ship a fully custom control scheme.
{% endhint %}

## Related

* [On-screen Controls](/creator/scenes-sdk7/interactivity/touch-screen-controls.md)
* [UI Button Events](/creator/scenes-sdk7/2d-ui/ui_button_events.md)
* [Input on mobile](/creator/build-for-mobile/develop/input-on-mobile.md)
* [Click events](/creator/scenes-sdk7/interactivity/button-events/click-events.md)


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