input-system

Implement Unity New Input System handling for gameplay and UI actions with rebinding and buffering.

3|Updated Jun 27, 2026
One-click install
npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill input-system-omerzeyveli
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: input-system
Source: https://github.com/OmerZeyveli/kinglet-unity/tree/main/.claude/skills/systems/input-system
Command: npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill input-system-omerzeyveli

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps Unity developers design and implement reliable input handling without manually managing device-specific bindings, action states, rebinding, or buffered actions.

Core Features & Use Cases

  • Input Action Design: Structure gameplay, UI, and menu action maps with appropriate button, value, and composite bindings.
  • Runtime Input Handling: Use generated C# classes or PlayerInput events to process movement, actions, device changes, and local multiplayer input.
  • Player Experience Features: Implement runtime rebinding, saved binding overrides, input buffering, action-map switching, and keyboard/gamepad detection.
  • Use Case: Configure a Unity player controller that supports keyboard, mouse, and gamepad input, buffers jump presses before landing, and lets players rebind controls in the settings menu.

Quick Start

Use the input-system skill to design a Unity New Input System action asset and implement responsive player movement, rebinding, and input buffering.

Frequently Asked Questions about input-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement input buffering in Unity New Input System?

Input buffering in Unity New Input System captures early action presses, like jumps, and queues them until a landing state is detected, ensuring responsive gameplay. This Skill structures action maps and events to buffer actions effectively.

How do I set up local multiplayer input with Unity PlayerInput components?

Local multiplayer input in Unity uses PlayerInput components to map multiple gamepads or keyboards to separate players. This Skill configures device detection and action-map switching to handle concurrent gameplay and UI events for each player safely.

What's the best way to implement runtime rebinding and saved binding overrides in Unity?

Runtime rebinding in Unity allows players to remap controls and save binding overrides for future sessions. This Skill generates C# classes and manages lifecycle-safe events to persist custom keyboard and gamepad configurations.

Can I use Unity New Input System action maps for contextual gameplay and UI switching?

Unity New Input System action maps enable contextual switching between gameplay and UI inputs during runtime. This Skill structures button, value, and composite bindings to activate and deactivate control schemes based on game state.

Does Unity New Input System support composite bindings for keyboard and gamepad detection?

Unity New Input System composite bindings combine multiple inputs for complex actions, supporting automatic keyboard and gamepad detection. This Skill designs action assets to seamlessly transition between device types without manual management.