input-system

Automate Unity input handling with New Input System action maps and generated C# classes.

3|Updated Apr 8, 2026
One-click install
npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill input-system-xeldaralz
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: input-system
Source: https://github.com/XeldarAlz/KlondikeSolitaire/tree/main/.claude/skills/core/input-system
Command: npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill input-system-xeldaralz

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity developers face boilerplate-heavy input management and scattered handling of gameplay vs UI input; this Skill provides a cohesive New Input System integration with action maps, PlayerInput, and generated C# classes to unify and simplify input handling.

Core Features & Use Cases

  • Action maps for gameplay, UI, and menus; runtime rebinding; multi-device support; generated C# classes; input buffering; device detection; multiplayer input.

Quick Start

Create a PlayerControls input action asset and wire up the Move and Jump actions to a sample character.

Frequently Asked Questions about input-system

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

FAQPage Schema
How do I handle multi-device input in Unity using the New Input System?

Multi-device input in Unity is handled by configuring action maps and PlayerInput components to support simultaneous devices. This integration generates C# classes that automatically detect and route inputs from gamepads, keyboards, and other connected devices.

How do I set up runtime rebinding for player controls in Unity?

Runtime rebinding in Unity is achieved by exposing the action map bindings through the PlayerInput component and invoking the rebind operation on specific actions. This allows players to customize their control schemes dynamically during gameplay.

How do I separate gameplay and UI input logic with Unity action maps?

Separating gameplay and UI input in Unity involves creating distinct action maps for each context within your input action asset. The generated C# classes allow you to enable or disable specific maps, ensuring UI navigation does not trigger gameplay actions.

Can I implement input buffering for character actions in Unity?

Input buffering for character actions in Unity can be implemented by capturing input events from the generated action classes and storing them temporarily. The system processes the buffered inputs when the character's state allows, improving control responsiveness.

Does the Unity New Input System support multiplayer input management?

The Unity New Input System supports multiplayer by assigning unique PlayerInput components to each player instance. This mechanism routes specific device inputs to the correct player, allowing local multiplayer configurations with separate action maps.

How do I generate C# classes from Unity input action assets?

Generating C# classes from Unity input action assets requires enabling the "Generate C# Class" option within the action asset editor. This creates a scriptable object wrapper, providing strongly typed access to your defined actions and bindings.