Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-systemAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
Unity Input System (new)
Read input through Unity's Input System package (com.unity.inputsystem 1.x; Unity 6.3 LTS ships 1.20) — 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 a PlayerInput component, reading a Vector2 stick/WASD value, or handling gamepad + keyboard + touch from one set of actions.
- Use when
Packages/manifest.jsoncontainscom.unity.inputsystemor 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
- 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.
- Find or create the `.inputactions` asset. New Unity 6 projects usually already have one
assigned as the project-wide actions (Project Settings → Input System Package; the template file is InputSystem_Actions.inputactions) — reuse it rather than adding a second 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).
- 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.
- Project-wide actions in code (
InputSystem.actions.FindAction("Move")) — no asset
reference to wire up, and the actions are already enabled.
- Direct in code (
InputActionReference/InputActionAsset) — most control; you
Enable() actions and read them. Best for systems and tools.
- Enable the actions/maps you read.
PlayerInputenables its default map automatically
and project-wide actions start enabled; actions from any other asset 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)
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. Project-wide actions (no asset reference)
using UnityEngine;
using UnityEngine.InputSystem;
public class ProjectWideMover : MonoBehaviour
{
private InputAction _move, _jump;
private void Awake()
{
// Looked up once; project-wide actions are preloaded and enabled by default.
_move = InputSystem.actions.FindAction("Move");
_jump = InputSystem.actions.FindAction("Jump");
}
private void Update()
{
Vector2 move = _move.ReadValue<Vector2>();
if (_jump.WasPressedThisFrame()) { /* jump */ }
}
}4. 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 and project-wide actions start enabled; actions from other assets do not.
- Gameplay actions fire while a menu is open → project-wide actions enable every action
map at startup, including when PlayerInput uses that asset. In Start, disable the maps you do not want (InputSystem.actions.FindActionMap("UI").Disable()) and enable only the current one.
- `FindAction` returns null → the name (or
Map/Actionpath) does not exist in that
asset. Check the spelling in the Actions Editor; with project-wide actions, make sure the asset you edited is the one assigned in Project Settings → Input System Package.
- `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 (
-=) inOnDisable; re-subscribing inOnEnable
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) and the package manual (https://docs.unity3d.com/Packages/com.unity.inputsystem@1.20/manual/index.html), including "About project-wide actions".
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.

