unity-input-system — Claude Code skill: what it does, how to install
A Claude Code skill that wires player input in Unity 6.3 LTS with the Input System package: action maps, PlayerInput, values read in C#.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a claude-codeWhat unity-input-system does
The skill walks the agent through Unity's modern Input System: package com.unity.inputsystem 1.x, with 1.20 shipping in 6.3 LTS. It builds .inputactions assets, splits actions into maps, binds keyboard, gamepad and touch, and shows both ways of reading values, through callbacks or by polling in Update.
Work starts at Project Settings → Player. Unless Active Input Handling is set to Input System Package (New) or Both, the package gets nothing, because the legacy Input Manager holds the input. Then it picks a reading style: a PlayerInput component, project-wide actions via InputSystem.actions.FindAction("Move"), or an InputActionReference you call Enable() on. C# samples for each are included, along with the failure modes.
Scope is Unity's own API. It won't design a rebinding layer that works across engines, and moving the character once you have the vector belongs to unity-physics and unity-csharp-scripting. Unsubscribing in OnDisable is on you as well; skip the -= and the subscriptions leak.
What it helps with
- bind
Moveto WASD and a gamepad stick with one action - split input into action maps and swap them between gameplay and menus
- fix dead input left behind by the legacy Input Manager
- read a
Vector2stick value without checking keys by hand - catch a button press through
performedinstead of per-frameReadValue
Example prompts for the agent
- Add a `Gameplay` action map to `InputSystem_Actions.inputactions`: `Move` as Value/Vector2 on WASD and the left stick, `Jump` and `Fire` as Button.
- Put `PlayerInput` on the player with Send Messages behavior and write the `OnMove` and `OnJump` handlers.
- The player still fires with the menu open. Disable the `Gameplay` map on pause and enable `UI`.
How to install unity-input-system
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a claude-code2Manually: put the files in place
~/.claude/skills/unity-input-system/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/unity-input-system/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a codex2Manually: put the files in place
.agents/skills/unity-input-system/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a cursor2Manually: put the files in place
.cursor/skills/unity-input-system/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-input-system2Manually: put the files in place
.github/skills/unity-input-system/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/unity/unity-input-systemManually: put the files in place
.devin/skills/unity-input-system/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
Questions about unity-input-system
How to install unity-input-system in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a claude-code. The skill lands at ~/.claude/skills/unity-input-system/SKILL.md.
What does unity-input-system do?
It tells the agent how to use the com.unity.inputsystem package in Unity 6.3 LTS: action maps, the PlayerInput component, project-wide actions, and reading values by callback or polling.
Why does a button read as zero after setup?
Button presses are edge events, so ReadValue in Update returns 0. Use the performed callback or WasPressedThisFrame(), and call Enable() on actions that come from another asset.
Source text
SKILL.md · Apache-2.0
---
name: unity-input-system
description: >
Wire player input in Unity 6.3 LTS 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.
---
# Unity Input System (new)
Read input through Unity's **Input System package** (`com.unity.inputsystem` 1.x; Unity 6.3 LTS
ships 1.20) — action-based, device-agnostic, rebindable. Targets **Unity 6.3 LTS**. 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. **Find or create the `.inputactions` asset.** New Unity 6 projects usually already have one
assigned as the **project-wide actions** (Project Settings → Input System Package; the
template file is `InputSystem_Actions.inputactions`) — reuse it rather than adding a
second asset. Add an *action map* (e.g. `Gameplay`), add *actions*
(`Move` = Value/Vector2, `Jump` = Button, `Fire` = Button), and bind them to controls and
composite bindings (WASD = 2D Vector composite).
3. **Choose how to read it:**
- **`PlayerInput` component** (designer-friendly) — drop it on the player, point it at the
asset, pick a *Behavior* (Send Messages / Broadcast / Invoke Unity Events / Invoke C#
Events). Best for single/local-coop players.
- **Project-wide actions in code** (`InputSystem.actions.FindAction("Move")`) — no asset
reference to wire up, and the actions are already enabled.
- **Direct in code** (`InputActionReference` / `InputActionAsset`) — most control; you
`Enable()` actions and read them. Best for systems and tools.
4. **Enable the actions/maps you read.** `PlayerInput` enables its default map automatically
and project-wide actions start enabled; actions from any other asset must be `.Enable()`d
(and disabled on teardown).
5. **Switch action maps** for context (gameplay ↔ UI/menu) instead of guarding every handler.
6. **Verify** with the Input Debugger (Window → Analysis → Input Debugger) to confirm devices
and that actions fire.
## Patterns
### 1. `PlayerInput` with "Send Messages" (handlers on the same GameObject)
```csharp
using UnityEngine;
using UnityEngine.InputSystem;
// PlayerInput (Behavior = Send Messages) calls On<ActionName>(InputValue) by name.
public class PlayerInputReceiver : MonoBehaviour
{
private Vector2 _move;
private void OnMove(InputValue value) => _move = value.Get<Vector2>(); // Move action
private void OnJump(InputValue value) { if (value.isPressed) Jump(); } // Button action
private void Update() { /* drive movement from _move */ }
private void Jump() { }
}
```
### 2. Reading an action directly in code (polling a value)
```csharp
using UnityEngine;
using UnityEngine.InputSystem;
public class DirectMover : MonoBehaviour
{
[SerializeField] private InputActionReference moveAction; // assign the Move action
private void OnEnable() => moveAction.action.Enable(); // REQUIRED or it reads zero
private void OnDisable() => moveAction.action.Disable();
private void Update()
{
Vector2 move = moveAction.action.ReadValue<Vector2>(); // continuous value
transform.Translate(new Vector3(move.x, 0, move.y) * (5f * Time.deltaTime));
}
}
```
### 3. Project-wide actions (no asset reference)
```csharp
using UnityEngine;
using UnityEngine.InputSystem;
public class ProjectWideMover : MonoBehaviour
{
private InputAction _move, _jump;
private void Awake()
{
// Looked up once; project-wide actions are preloaded and enabled by default.
_move = InputSystem.actions.FindAction("Move");
_jump = InputSystem.actions.FindAction("Jump");
}
private void Update()
{
Vector2 move = _move.ReadValue<Vector2>();
if (_jump.WasPressedThisFrame()) { /* jump */ }
}
}
```
### 4. Event callbacks + switching action maps (gameplay ↔ UI)
```csharp
[SerializeField] private InputActionAsset actions;
private void OnEnable()
{
actions.FindAction("Gameplay/Fire").performed += OnFire; // edge event: fires once
actions.FindActionMap("Gameplay").Enable();
}
private void OnDisable() => actions.FindAction("Gameplay/Fire").performed -= OnFire;
private void OnFire(InputAction.CallbackContext ctx) => Shoot(); // ctx.ReadValue<T>() if needed
private void OpenPauseMenu() // change context, don't sprinkle if-checks
{
actions.FindActionMap("Gameplay").Disable();
actions.FindActionMap("UI").Enable();
}
private void Shoot() { }
```
## Pitfalls
- **No input at all** → either Active Input Handling is still `Input Manager (Old)`, or you
forgot to `Enable()` the action/map. `PlayerInput` and project-wide actions start enabled;
actions from other assets do not.
- **Gameplay actions fire while a menu is open** → project-wide actions enable *every* action
map at startup, including when `PlayerInput` uses that asset. In `Start`, disable the maps
you do not want (`InputSystem.actions.FindActionMap("UI").Disable()`) and enable only the
current one.
- **`FindAction` returns null** → the name (or `Map/Action` path) does not exist in that
asset. Check the spelling in the Actions Editor; with project-wide actions, make sure the
asset you edited is the one assigned in Project Settings → Input System Package.
- **`InvalidOperationException` about the old input backend** → some script still calls
`Input.GetAxis`/`Input.GetKey` while Active Input Handling is `New`. Port it or set `Both`.
- **Buttons read as 0 with `ReadValue`** → button *presses* are edge events; use the
`performed` callback (or `WasPressedThisFrame()`), not per-frame `ReadValue` for triggers.
- **`Send Messages` handlers never fire** → the receiving script must be on the *same*
GameObject as the `PlayerInput`; `Broadcast Messages` reaches children too.
- **Leaking subscriptions** → unsubscribe (`-=`) in `OnDisable`; re-subscribing in `OnEnable`
without unsubscribing doubles up handlers.
- **Touch/gamepad not detected** → enable the matching control scheme and confirm the device
in the Input Debugger; the Vector2 composite needs all four bindings set.
## References
- For interactive control **rebinding** (`PerformInteractiveRebinding`), saving/loading
bindings as JSON, and **local multiplayer** with `PlayerInputManager`, read
`references/rebinding.md`.
- Primary docs: Unity Manual "Input System"
(`https://docs.unity3d.com/Manual/com.unity.inputsystem.html`) and the package manual
(`https://docs.unity3d.com/Packages/[email protected]/manual/index.html`),
including "About project-wide actions".
## Related skills
- `input-systems` — engine-agnostic input architecture (rebinding, buffering, multi-device).
- `unity-csharp-scripting` — the MonoBehaviour these handlers live in.
- `unity-physics` — applying the input vector to a Rigidbody.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills