unity-input-correctness

Implement Unity New Input System patterns for action reading and map switching.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

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

What problem does it solve?

This Skill helps developers avoid common pitfalls and bugs when implementing Unity's New Input System, ensuring robust and predictable input handling.

Core Features & Use Cases

  • Correct Input Reading: Differentiates between triggered, IsPressed, and WasPressedThisFrame for accurate action detection.
  • Action Map Management: Guides proper switching and enabling/disabling of action maps.
  • Rebinding & Device Handling: Addresses persistence of rebindings and correct local multiplayer device assignment.
  • Use Case: Prevent a jump action from firing continuously by using WasPressedThisFrame instead of IsPressed, or ensure player 2's input is correctly registered on a separate gamepad.

Quick Start

Use the unity-input-correctness skill to demonstrate the difference between triggered and IsPressed for a jump action.

Frequently Asked Questions about unity-input-correctness

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

FAQPage Schema
Why does my Unity input action fire continuously when I hold a button down?

Continuous firing happens when using IsPressed, which reports held state. Use WasPressedThisFrame instead to detect single button presses and ensure actions like jumping only trigger once per interaction.

How do I assign a specific gamepad to player 2 in Unity local multiplayer?

To assign specific gamepads in local multiplayer, use the PlayerInputManager component to handle device pairing and ensure each player's input is correctly registered on their separate physical controller.

What is the difference between triggered and IsPressed in Unity's New Input System?

Triggered checks if an action was performed during the current frame, while IsPressed reports the continuous held state of a control. Use triggered for discrete events and IsPressed for sustained actions like movement.

How do I persist player control rebinding in Unity across game sessions?

Persist control rebinding by saving the override maps to a file. The skill provides correctness patterns for managing rebindings, ensuring custom player control configurations are saved and loaded correctly across sessions.

Can I use PlayerInput components to switch between action maps in Unity?

Yes, PlayerInput components can switch action maps. Proper action map management requires correctly enabling and disabling maps to prevent input event timing bugs and ensure robust state management across different gameplay contexts.

When should I switch action maps during Unity gameplay?

Switch action maps when gameplay context changes, such as entering a menu or driving mode. Properly enabling and disabling maps prevents input conflicts and ensures robust state management across different gameplay scenarios.