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/unity-input-system

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

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  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
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  • Slash command/unity-input-system

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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

SKILL.md

unity-input-system.SKILL.md
name: unity-input-system
description: >
  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.

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)

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)

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)

[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 `InputAction`s 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-scr
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