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f8-features-input-workflow

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Use when implementing or troubleshooting Input feature workflows — multi-platform input, virtual buttons, device switching, and key/axis listening in F8Framework.

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Source SKILL.md: https://github.com/TippingGame/F8Framework/blob/HEAD/Tests/AISkills/f8framework-skills/features/f8-features-input-workflow/SKILL.md

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Input Feature Workflow

⚠️ IMPORTANT: Before using this feature, you MUST formally initialize F8Framework in the launch sequence. Ensure ModuleCenter.Initialize(this); has run first, then create the required module, for example FF8.Input = ModuleCenter.CreateModule<InputManager>(new DefaultInputHelper());.

Use this skill when

  • The task is about input management, virtual buttons, or device switching.
  • The user asks about multi-platform input handling or key mapping.
  • Troubleshooting input not responding or device switch issues.

Path resolution

  1. Prefer project source at Assets/F8Framework.
  2. For usage docs, read: Assets/F8Framework/Tests/Input/README.md and Assets/F8Framework/Tests/Input/README_EN.md
  3. For the latest usage sample, read: Assets/F8Framework/Tests/Input/DemoInput.cs

Sources of truth

  • Runtime module: Assets/F8Framework/Runtime/Input
  • Test docs: Assets/F8Framework/Tests/Input
  • Runtime usage sample: Assets/F8Framework/Tests/Input/DemoInput.cs

Key classes and interfaces

ClassRole
InputManagerCore module. Access via FF8.Input.
InputDeviceBaseAbstract base for input devices. Defines InputButtonType and InputAxisType.
StandardInputDeviceDefault PC keyboard/mouse device.
MobileInputDeviceMobile touch/virtual button device.

API quick reference

Device management

FF8.Input.SwitchDevice(new StandardInputDevice()); // Hot-switch device (keeps callbacks)
FF8.Input.IsEnableInputDevice = false;              // Enable/disable input

Button callbacks

// Register callbacks: Started (press begin), Performed (held), Canceled (released)
FF8.Input.AddButtonStarted(InputButtonType.MouseLeft, OnButton);
FF8.Input.AddButtonPerformed(InputButtonType.MouseLeft, OnButton);
FF8.Input.AddButtonCanceled(InputButtonType.MouseLeft, OnButton);
FF8.Input.AddAxisValueChanged(InputAxisType.MouseX, OnAxis);

// Remove callbacks
FF8.Input.RemoveButtonStarted(InputButtonType.MouseLeft, OnButton);
FF8.Input.RemoveButtonPerformed(InputButtonType.MouseLeft, OnButton);
FF8.Input.RemoveButtonCanceled(InputButtonType.MouseLeft, OnButton);
FF8.Input.RemoveAxisValueChanged(InputAxisType.MouseX, OnAxis);

// Clear all
FF8.Input.ClearAllAction();
FF8.Input.ResetAll();

void OnButton(string name) { }
void OnAxis(float value) { }

Key polling (Update)

// Unity KeyCode
if (FF8.Input.GetKeyDown(KeyCode.M)) { }
// Combo keys
if (FF8.Input.GetKeyDown(KeyCode.LeftControl, KeyCode.LeftAlt, KeyCode.M)) { }
// Virtual buttons
if (FF8.Input.GetButton(InputButtonType.MouseRight)) { }
if (FF8.Input.GetButtonDown(InputButtonType.MouseLeftDoubleClick)) { }
// Any key
if (FF8.Input.AnyKeyDown) { }
// Axis values
float scroll = FF8.Input.GetAxis(InputAxisType.MouseScrollWheel);
float h = FF8.Input.GetAxis(InputAxisType.Horizontal);
float v = FF8.Input.GetAxis(InputAxisType.Vertical);

Virtual buttons vs Input Actions

  • Use custom virtual button strings when implementing a custom InputDeviceBase.
  • Register them with RegisterVirtualButton, drive them with SetButtonStart, SetButtonDown, SetButtonUp, and unregister with UnRegisterVirtualButton.
  • If the task uses the advanced Unity Input System API, do not add custom virtual button strings by default.
  • Instead, create an Input Actions asset from the Project window, then edit ActionMaps, Actions, and Bindings there.

Advanced Input System API

// Requires Active Input Handling = Input System Package (New) or Both
FF8.Input.UseInputSystem(new InputSystemHelper(), inputActionAsset);

// ActionMap / Action callbacks
FF8.Input.SwitchActionMap("Player", disableOthers: true);
FF8.Input.AddButtonStarted("Player/Jump", OnAction);
FF8.Input.AddButtonPerformed("Player/Jump", OnAction);
FF8.Input.AddButtonCanceled("Player/Jump", OnAction);
FF8.Input.AddValueChanged<Vector2>("Move", OnMove);

// Action / Binding inspection
FF8.Input.IsActionMapEnabled("UI");
FF8.Input.GetEnabledActionMaps();
FF8.Input.GetBindings("Player/Jump");
FF8.Input.GetBindingCount("Player/Jump");
FF8.Input.FindBindingIndex("Player/Jump", "<Keyboard>/space");
FF8.Input.GetBindingDisplayString("Player/Jump", -1);
FF8.Input.GetBindingPath("Player/Jump", 0);
FF8.Input.HasActionMap("UI");
FF8.Input.HasAction("UI/Click");
FF8.Input.FindActionMap("UI");
FF8.Input.FindAction("UI/Click");

// Rebinding
int bindingIndex = FF8.Input.FindBindingIndex("Player/Jump", "<Keyboard>/space");
FF8.Input.StartRebind("Player/Jump", bindingIndex, OnRebindCompleted, OnRebindCanceled);
bool isRebinding = FF8.Input.IsRebinding;
FF8.Input.CancelRebind();
FF8.Input.RemoveBindingOverride("Player/Jump", 0);
FF8.Input.RemoveAllBindingOverrides();
FF8.Input.LoadBindingOverridesFromJson(savedJson);
string savedJson = FF8.Input.SaveBindingOverridesAsJson();

// ControlScheme / devices
string currentControlScheme = FF8.Input.CurrentControlScheme;
FF8.Input.GetControlSchemes();
FF8.Input.AddControlSchemeChanged(OnSchemeChanged);
FF8.Input.AddLastUsedDeviceChanged(OnLastUsedDeviceChanged);
FF8.Input.AddDeviceChanged(OnDeviceChanged);
FF8.Input.SwitchControlScheme("Keyboard&Mouse", Keyboard.current, Mouse.current);
FF8.Input.ClearControlSchemeBindingMask();

// Runtime state query
if (FF8.Input.HasInputActionAsset)
{
    string currentActionMap = FF8.Input.CurrentActionMapName;
    Vector2 move = FF8.Input.ReadValue<Vector2>("Move");
}

Local multiplayer with Input System

FF8.Input.SetPlayerInputManager(new PlayerInputManagerConfig
{
    PlayerPrefab = FF8.Asset.Load<GameObject>("PlayerInput"),
    JoinBehavior = PlayerJoinBehavior.JoinPlayersManually,
    NotificationBehavior = PlayerNotifications.InvokeCSharpEvents,
    MaxPlayerCount = 4
});

FF8.Input.AddPlayerJoined(OnPlayerJoined);
FF8.Input.AddPlayerLeft(OnPlayerLeft);
FF8.Input.AddPlayerControlsChanged(OnPlayerControlsChanged);

FF8.Input.DisableJoining();
FF8.Input.EnableJoining();

if (FF8.Input.PlayerCount == 0 && FF8.Input.HasControlScheme("Keyboard&Mouse"))
{
    FF8.Input.JoinPlayer(0, -1, "Keyboard&Mouse", Keyboard.current, Mouse.current);
}

if (FF8.Input.PlayerCount < 2 && FF8.Input.HasControlScheme("Gamepad"))
{
    FF8.Input.JoinPlayer(1, -1, "Gamepad", Gamepad.current);
}

foreach (var player in FF8.Input.GetAllPlayers())
{
    var jumpAction = FF8.Input.FindPlayerAction(player.playerIndex, "Player/Jump");
}

FF8.Input.AddButtonStarted(1, "Player/Jump", OnAction);
FF8.Input.AddButtonPerformed(1, "Player/Jump", OnAction);
FF8.Input.AddButtonCanceled(1, "Player/Jump", OnAction);
FF8.Input.AddValueChanged<Vector2>(1, "Move", OnMove);
FF8.Input.SwitchControlScheme(1, "Gamepad", Gamepad.current);
FF8.Input.ClearControlSchemeBindingMask(1);
FF8.Input.GetControlScheme(1);
FF8.Input.GetCurrentActionMapName(1);
FF8.Input.HasActionMap(1, "Player");
FF8.Input.HasAction(1, "Player/Jump");
FF8.Input.FindActionMap(1, "Player");
FF8.Input.EnableActionMap(1, "Player");
FF8.Input.DisableActionMap(1, "UI");
FF8.Input.IsActionMapEnabled(1, "Player");
FF8.Input.SwitchActionMap(1, "Player", disableOthers: true);
FF8.Input.GetEnabledActionMaps(1);
FF8.Input.EnableAllActionMaps(1);
FF8.Input.DisableAllActionMaps(1);
FF8.Input.GetButton(1, "Player/Jump");
FF8.Input.GetButtonUp(1, "Player/Jump");
FF8.Input.GetButtonDown(1, "Player/Jump");
FF8.Input.WasPressedThisFrame(1, "Player/Jump");
FF8.Input.WasReleasedThisFrame(1, "Player/Jump");
FF8.Input.IsPressed(1, "Player/Jump");

// Cleanup in OnDestroy
FF8.Input.RemoveButtonPerformed("Player/Jump", OnAction);
FF8.Input.RemoveButtonCanceled("Player/Jump", OnAction);
FF8.Input.RemoveValueChanged<Vector2>("Move", OnMove);
FF8.Input.RemoveControlSchemeChanged(OnSchemeChanged);
FF8.Input.RemoveLastUsedDeviceChanged(OnLastUsedDeviceChanged);
FF8.Input.RemoveDeviceChanged(OnDeviceChanged);
FF8.Input.RemovePlayerJoined(OnPlayerJoined);
FF8.Input.RemovePlayerLeft(OnPlayerLeft);
FF8.Input.RemovePlayerControlsChanged(OnPlayerControlsChanged);

Custom input device

public class MyDevice : InputDeviceBase
{
    public override void OnInit()
    {
        RegisterVirtualButton("Jump");
    }
    public override void OnUpdate()
    {
        if (/* jump condition */) SetButtonDown("Jump");
    }
    public override void OnDestroy()
    {
        UnRegisterVirtualButton("Jump");
    }
}
// Set hotkeys or check source in FF8.Input.CurrentDevice

Workflow

  1. Choose or create an input device (Standard, Mobile, or custom).
  2. If using a custom device, define and drive virtual buttons on InputDeviceBase.
  3. If using Unity Input System advanced APIs, create an Input Actions asset instead of inventing virtual button strings.
  4. Register button or action callbacks in Start or OnEnable.
  5. Use polling in Update for frame-by-frame input queries.
  6. Switch devices at runtime without losing callback registrations.
  7. For mobile, implement a custom MobileInputDevice with virtual joystick logic.
  8. Disable input during UI menus with IsEnableInputDevice = false.
  9. Remove callbacks and player-input hooks in OnDestroy.

Common error handling

ErrorCauseSolution
Input not respondingIsEnableInputDevice is falseSet to true
Callback fires twiceRegistered both callback and pollingChoose one pattern
Custom device not workingMissing RegisterVirtualButtonRegister all virtual buttons in OnInit

Cross-module dependencies

  • None — Input is self-contained.

Output checklist

  • Input device selected and configured.
  • Callbacks or polling pattern implemented.
  • Files changed and why.
  • Validation status and remaining risks.