unity-input-system
DevelopmentUnity New Input System configuration skill for action maps, device bindings, control schemes, and cross-platform input handling.
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Unity Input System Skill
New Input System configuration and implementation for Unity.
Overview
This skill provides capabilities for implementing Unity's New Input System, including action maps, device support, and cross-platform input handling.
Capabilities
Action Configuration
- Create Input Action Assets
- Define action maps and actions
- Configure bindings and interactions
- Set up action types (value, button, passthrough)
Device Support
- Configure gamepad support
- Implement keyboard/mouse handling
- Set up touch controls
- Handle XR controllers
Control Schemes
- Define control schemes
- Implement scheme switching
- Support local multiplayer
- Configure device requirements
Runtime Handling
- Generate C# input classes
- Handle input events
- Implement rebinding UI
- Manage device changes
Prerequisites
- Unity 2021.3+
- Input System package installed
Usage Patterns
Input Actions Asset
// Generated PlayerInput class usage
public class PlayerController : MonoBehaviour
{
private PlayerInputActions inputActions;
void Awake()
{
inputActions = new PlayerInputActions();
}
void OnEnable()
{
inputActions.Gameplay.Enable();
inputActions.Gameplay.Jump.performed += OnJump;
inputActions.Gameplay.Move.performed += OnMove;
}
void OnDisable()
{
inputActions.Gameplay.Disable();
}
void OnJump(InputAction.CallbackContext ctx)
{
// Handle jump
}
void OnMove(InputAction.CallbackContext ctx)
{
Vector2 movement = ctx.ReadValue<Vector2>();
}
}
Rebinding
public void StartRebinding(InputAction action)
{
action.PerformInteractiveRebinding()
.WithControlsExcluding("Mouse")
.OnComplete(operation => {
operation.Dispose();
SaveBindings();
})
.Start();
}
Best Practices
- Use Input Action Assets over direct polling
- Implement rebinding for accessibility
- Test all supported devices
- Handle device disconnection gracefully
- Save custom bindings to PlayerPrefs