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unity-input-system

unity-input-system

Unity New Input System configuration skill for action maps, device bindings, control schemes, and cross-platform input handling.

Independent GitHub snapshot · Automated classification · Original documentation governs

Skill 문서

GitHub

name: unity-input-system description: Unity New Input System configuration skill for action maps, device bindings, control schemes, and cross-platform input handling. allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch graph: domains: [domain:gaming] specializations: [specialization:game-development] skillAreas: [skill-area:gameplay-programming, skill-area:game-engines] roles: [role:game-developer]

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

  1. Use Input Action Assets over direct polling
  2. Implement rebinding for accessibility
  3. Test all supported devices
  4. Handle device disconnection gracefully
  5. Save custom bindings to PlayerPrefs

References

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