unity-input-system
Unity New Input System configuration skill for action maps, device bindings, control schemes, and cross-platform input handling.
Best use case
unity-input-system is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Unity New Input System configuration skill for action maps, device bindings, control schemes, and cross-platform input handling.
Teams using unity-input-system should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unity-input-system/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unity-input-system Compares
| Feature / Agent | unity-input-system | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Unity New Input System configuration skill for action maps, device bindings, control schemes, and cross-platform input handling.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# 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
```csharp
// 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
```csharp
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
- [Input System Documentation](https://docs.unity3d.com/Packages/com.unity.inputsystem@latest)Related Skills
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