unity-input-system
gamedev-skills/awesome-gamedev-agent-skills
Wire player input in Unity 6.3 LTS with action-based, device-agnostic Input System package.
What is unity-input-system?
Set up input handling in Unity using the modern Input System package (com.unity.inputsystem). Create .inputactions assets with action maps, bind controls, and read input via PlayerInput components or direct code callbacks. Use this when setting up movement, jump, fire, or other player controls that need to work across keyboard, gamepad, and touch.
- Create and configure .inputactions assets with action maps and control schemes
- Wire PlayerInput components with Send Messages, Broadcast, or C# Events behaviors
- Read input values directly in code via InputActionReference or InputActionAsset
- Switch action maps for context changes (gameplay ↔ UI/menu)
- Handle both continuous values (stick/WASD) and edge events (button presses)
- Verify input with the Input Debugger and troubleshoot device detection
How to install unity-input-system
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system- Unity 6.3 LTS or compatible version
- Input System package (com.unity.inputsystem 1.x) installed in Packages/manifest.json
- Active Input Handling set to 'Input System Package (New)' or 'Both' in Project Settings → Player
How to use unity-input-system
- 1.Create a .inputactions asset (right-click → Create → Input Actions)
- 2.Add an action map (e.g. 'Gameplay') and actions (Move as Vector2, Jump as Button, Fire as Button)
- 3.Bind actions to controls: WASD/stick for Move, Space/gamepad button for Jump, etc.
- 4.Choose your reading method: drop a PlayerInput component on the player (Send Messages) or reference actions in code (InputActionReference)
- 5.If using PlayerInput with Send Messages, create handler methods (OnMove, OnJump) on the same GameObject
- 6.If reading directly, call action.Enable() in OnEnable() and action.Disable() in OnDisable()
- 7.Use ReadValue<T>() for continuous values (Vector2 stick) and performed callbacks for button presses
- 8.Test with Window → Analysis → Input Debugger to confirm devices and action firing
Use cases
- Setting up WASD movement and jump input for a player character
- Binding gamepad stick and buttons alongside keyboard controls in a single action map
- Switching between gameplay and pause-menu input contexts without scattered if-checks
- Reading a Vector2 move value every frame and applying it to a Rigidbody
- Handling button presses (fire, interact) via performed callbacks instead of per-frame polling
- Game programmers implementing player input in Unity 6.3 LTS
- Designers setting up input via PlayerInput components and action maps
- Gameplay engineers wiring movement, combat, and interaction systems
- Developers migrating from legacy Input Manager (GetAxis/GetKey) to the new Input System
unity-input-system FAQ
PlayerInput is designer-friendly and auto-enables actions; it calls handler methods by name (Send Messages) or fires events. Direct code reading (InputActionReference/InputActionAsset) gives you full control but requires manual Enable()/Disable(). Use PlayerInput for single-player/local-coop; use direct reading for systems, tools, or complex multi-player logic.
Check two things: (1) Active Input Handling in Project Settings → Player must be 'Input System Package (New)' or 'Both', not 'Input Manager (Old)'. (2) You must call .Enable() on any InputAction or action map you reference directly; PlayerInput auto-enables, but raw actions do not.
For continuous values (stick, WASD), use ReadValue<Vector2>() every frame in Update(). For button presses (jump, fire), use the performed callback or WasPressedThisFrame(); reading a button with ReadValue() returns 0 because presses are edge events, not per-frame values.
Create separate action maps (Gameplay, UI) in your .inputactions asset. In code, disable one map and enable the other: actions.FindActionMap('Gameplay').Disable(); actions.FindActionMap('UI').Enable(). This avoids scattered if-checks throughout your handlers.
Yes. In the .inputactions asset, create control schemes (Keyboard&Mouse, Gamepad, Touch) and bind the same action to controls from each scheme. The Input System automatically picks the active device. Verify device detection in the Input Debugger.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
name: unity-input-system description: > Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.
Unity Input System (new)
Read input through Unity's Input System package (com.unity.inputsystem, 1.x) —
action-based, device-agnostic, rebindable. Targets Unity 6.3 LTS. This is the modern
replacement for the legacy Input.GetAxis/Input.GetKey Input Manager.
When to use
- Use when setting up movement/jump/fire input, defining an
.inputactionsasset with action maps and control schemes, wiring aPlayerInputcomponent, reading aVector2stick/WASD value, or handling gamepad + keyboard + touch from one set of actions. - Use when
Packages/manifest.jsoncontainscom.unity.inputsystemor the project has an*.inputactionsasset.
When not to use: rebindable-control architecture across engines → input-systems
(this skill is the Unity-specific API). Moving the character once you have the input vector
→ unity-physics / unity-csharp-scripting.
Core workflow
- Check Active Input Handling (Project Settings → Player). The package only receives
input when this is
Input System Package (New)orBoth.Bothis required if any oldInput.GetAxiscode remains. - Create an
.inputactionsasset. Add an action map (e.g.Gameplay), add actions (Move= Value/Vector2,Jump= Button,Fire= Button), and bind them to controls and composite bindings (WASD = 2D Vector composite). - Choose how to read it:
PlayerInputcomponent (designer-friendly) — drop it on the player, point it at the asset, pick a Behavior (Send Messages / Broadcast / Invoke Unity Events / Invoke C# Events). Best for single/local-coop players.- Direct in code (
InputActionReference/InputActionAsset) — most control; youEnable()actions and read them. Best for systems and tools.
- Enable the actions/maps you read.
PlayerInputenables its default map automatically; actions you reference yourself must be.Enable()d (and disabled on teardown). - Switch action maps for context (gameplay ↔ UI/menu) instead of guarding every handler.
- Verify with the Input Debugger (Window → Analysis → Input Debugger) to confirm devices and that actions fire.
Patterns
1. PlayerInput with "Send Messages" (handlers on the same GameObject)
using UnityEngine;
using UnityEngine.InputSystem;
// PlayerInput (Behavior = Send Messages) calls On<ActionName>(InputValue) by name.
public class PlayerInputReceiver : MonoBehaviour
{
private Vector2 _move;
private void OnMove(InputValue value) => _move = value.Get<Vector2>(); // Move action
private void OnJump(InputValue value) { if (value.isPressed) Jump(); } // Button action
private void Update() { /* drive movement from _move */ }
private void Jump() { }
}
2. Reading an action directly in code (polling a value)
using UnityEngine;
using UnityEngine.InputSystem;
public class DirectMover : MonoBehaviour
{
[SerializeField] private InputActionReference moveAction; // assign the Move action
private void OnEnable() => moveAction.action.Enable(); // REQUIRED or it reads zero
private void OnDisable() => moveAction.action.Disable();
private void Update()
{
Vector2 move = moveAction.action.ReadValue<Vector2>(); // continuous value
transform.Translate(new Vector3(move.x, 0, move.y) * (5f * Time.deltaTime));
}
}
3. Event callbacks + switching action maps (gameplay ↔ UI)
[SerializeField] private InputActionAsset actions;
private void OnEnable()
{
actions.FindAction("Gameplay/Fire").performed += OnFire; // edge event: fires once
actions.FindActionMap("Gameplay").Enable();
}
private void OnDisable() => actions.FindAction("Gameplay/Fire").performed -= OnFire;
private void OnFire(InputAction.CallbackContext ctx) => Shoot(); // ctx.ReadValue<T>() if needed
private void OpenPauseMenu() // change context, don't sprinkle if-checks
{
actions.FindActionMap("Gameplay").Disable();
actions.FindActionMap("UI").Enable();
}
private void Shoot() { }
Pitfalls
- No input at all → either Active Input Handling is still
Input Manager (Old), or you forgot toEnable()the action/map.PlayerInputauto-enables; rawInputActions do not. InvalidOperationExceptionabout the old input backend → some script still callsInput.GetAxis/Input.GetKeywhile Active Input Handling isNew. Port it or setBoth.- Buttons read as 0 with
ReadValue→ button presses are edge events; use theperformedcallback (orWasPressedThisFrame()), not per-frameReadValuefor triggers. Send Messageshandlers never fire → the receiving script must be on the same GameObject as thePlayerInput;Broadcast Messagesreaches children too.- Leaking subscriptions → unsubscribe (
-=) inOnDisable; re-subscribing inOnEnablewithout unsubscribing doubles up handlers. - Touch/gamepad not detected → enable the matching control scheme and confirm the device in the Input Debugger; the Vector2 composite needs all four bindings set.
References
- For interactive control rebinding (
PerformInteractiveRebinding), saving/loading bindings as JSON, and local multiplayer withPlayerInputManager, readreferences/rebinding.md. - Primary docs: Unity Manual "Input System"
(
https://docs.unity3d.com/Manual/com.unity.inputsystem.html).
Related skills
input-systems— engine-agnostic input architecture (rebinding, buffering, multi-device).unity-csharp-scripting— the MonoBehaviour these handlers live in.unity-physics— applying the input vector to a Rigidbody.
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