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.
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.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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*
- When to use
- Core workflow
- 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
- References
- Related skills
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.
