Unity Input System

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

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.

Instructions onlySoftware Development
AI-generated overview

Guides wiring player input in Unity 6.3 LTS using the Input System package, including Input Actions, action maps, and PlayerInput.

What it does
This skill explains how to read player input in Unity through the Input System package (com.unity.inputsystem), covering Input Actions, action maps, control schemes, the PlayerInput component, and reading values via callbacks or polling. It walks through checking Active Input Handling, creating an .inputactions asset, choosing between PlayerInput and direct code access, enabling actions, switching action maps, and verifying with the Input Debugger. It also lists common pitfalls such as missing Enable() calls, legacy Input.GetAxis conflicts, and button edge events, and points to a reference file on rebinding and local multiplayer.
When to use it
Use it when setting up movement, jump, or fire input in a Unity project, defining an .inputactions asset, wiring a PlayerInput component, or handling gamepad, keyboard, and touch from one set of actions. It also applies when the project contains com.unity.inputsystem or an .inputactions asset.
Requirements
Requires Unity 6.3 LTS with the Input System package (com.unity.inputsystem 1.x) installed. No scripts ship with the skill; it is instructions only, plus a reference document on 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 .inputactions asset with action maps and control schemes, wiring a PlayerInput component, reading a Vector2 stick/WASD value, or handling gamepad + keyboard + touch from one set of actions.
  • Use when Packages/manifest.json contains com.unity.inputsystem or the project has an *.inputactions asset.

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

  1. Check Active Input Handling (Project Settings → Player). The package only receives input when this is Input System Package (New) or Both. Both is required if any old Input.GetAxis code remains.
  2. Create an .inputactions asset. 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).
  3. Choose how to read it:
    • PlayerInput component (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; you Enable() actions and read them. Best for systems and tools.
  4. Enable the actions/maps you read. PlayerInput enables its default map automatically; actions you reference yourself must be .Enable()d (and disabled on teardown).
  5. Switch action maps for context (gameplay ↔ UI/menu) instead of guarding every handler.
  6. 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)

csharp
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)

csharp
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)

csharp
[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 to Enable() the action/map. PlayerInput auto-enables; raw InputActions do not.
  • InvalidOperationException about the old input backend → some script still calls Input.GetAxis/Input.GetKey while Active Input Handling is New. Port it or set Both.
  • Buttons read as 0 with ReadValue → button presses are edge events; use the performed callback (or WasPressedThisFrame()), not per-frame ReadValue for triggers.
  • Send Messages handlers never fire → the receiving script must be on the same GameObject as the PlayerInput; Broadcast Messages reaches children too.
  • Leaking subscriptions → unsubscribe (-=) in OnDisable; re-subscribing in OnEnable without 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 with PlayerInputManager, read references/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.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/unity/unity-input-systemat commitd4b0e35

License: No license

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