unity-input

Implement Unity's new Input System for action-based player input across devices.

24|5|Updated Mar 10, 2026
One-click install
npx skills add https://github.com/Nice-Wolf-Studio/unity-claude-skills --skill unity-input
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-input
Source: https://github.com/Nice-Wolf-Studio/unity-claude-skills/tree/main/skills/unity-input
Command: npx skills add https://github.com/Nice-Wolf-Studio/unity-claude-skills --skill unity-input

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill helps you implement robust and flexible player input handling in Unity, ensuring your game responds correctly to keyboards, gamepads, touchscreens, and XR controllers.

Core Features & Use Cases

  • Action-Based Input: Separates input purpose from device controls using the new Input System package.
  • Cross-Platform Support: Define Control Schemes for different devices (keyboard/mouse, gamepad).
  • Runtime Rebinding: Allows players to reconfigure controls.
  • Use Case: Implement responsive character movement and actions using a gamepad, with support for rebinding buttons and handling different controller types seamlessly.

Quick Start

Use the unity-input skill to set up a basic player movement action using the new Input System.

Frequently Asked Questions about unity-input

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

FAQPage Schema
How do I set up action-based input in Unity's new Input System?

Action-based input in Unity's new Input System separates input purpose from device controls using input action assets and the PlayerInput component, allowing you to define actions and bind them to various devices like gamepads, keyboards, and mice.

Can I use Unity's Input System to support both gamepad and keyboard controls in one game?

Yes, Unity's Input System supports cross-platform control schemes, letting you define separate bindings for gamepads, keyboards, mice, and XR controllers within a single input action asset for flexible device handling.

How do I implement runtime rebinding for player controls in Unity?

Runtime rebinding in Unity allows players to reconfigure controls dynamically by modifying action bindings through the Input System's API, enabling flexible control schemes without hardcoding device inputs.

What's the best way to handle XR controller input in Unity?

The best way to handle XR controller input in Unity is using the new Input System's action-based workflow, which natively supports XR devices alongside gamepads and keyboards through unified input action assets.

Does Unity's new Input System replace the legacy input manager?

Unity's new Input System replaces the legacy input manager by introducing action-based input handling, cross-platform control schemes, and runtime rebinding, addressing common anti-patterns for robust game development.

Why should I use the PlayerInput component instead of directly polling device states?

The PlayerInput component abstracts device polling by routing input through defined actions and control schemes, preventing anti-patterns and ensuring robust input handling across keyboards, gamepads, and XR controllers.