Agent skill · Frontend

unity-input-system

Wire player input in Unity 6 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.

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Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Unity 6 (6000.0 LTS); Input System package 1.x (com.unity.inputsystem)
Path: skills/unity/unity-input-system/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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**. 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*

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. PlayerInput with "Send Messages" (handlers on the same GameObject)
  5. 2. Reading an action directly in code (polling a value)
  6. 3. Event callbacks + switching action maps (gameplay ↔ UI)
  7. Pitfalls
  8. References
  9. Related skills
Ships with 1 file
  • references/rebinding.md
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About this skill
What does the unity-input-system skill do?

Wire player input in Unity 6 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.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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