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)
2. Reading an action directly in code (polling a value)
3. Event callbacks + switching action maps (gameplay ↔ UI)
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.


