跳到正文
cccskills
免费在 GitHub 公开

unity-input-system

Set up player controls in Unity 6.3 LTS with the Input System package. Define shared actions for keyboard, gamepad, and touch, read input through events or direct checks, switch gameplay and menu controls, and support rebinding.

中文简介正在准备中。当前显示英语简介。

原文查看原文说明

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.

集成工具Unity

实测评分 未实测

查看安装方法

适用场景

  • Connect movement, jump, and fire controls across input devices
  • Switch between gameplay and menu input
  • Add control rebinding and saved binding settings
  • Diagnose missing input and duplicate callbacks

包含的文件(2)

  • SKILL.md6.0 KB
  • references/rebinding.md3.3 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Unity Input System (new)

Read input through Unity's Input System package (com.unity.inputsystem, 1.x) — 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. Create an .inputactions 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.
    • 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; actions you reference yourself 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)

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)

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. Event callbacks + switching action maps (gameplay ↔ UI)

[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 auto-enables; raw InputActions do not.
  • 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).

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.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Implement reusable decision systems for game characters using behavior trees, which organize conditional actions, and Utility AI, which scores available choices. Build either approach or combine them to control patrols, combat, targeting, and needs-based behavior.

中文简介正在准备中。当前显示英语简介。

  • Build a reusable behavior tree runtime
  • Choose attacks or targets using action scores
  • Combine patrol and combat trees with Utility AI
gamedev-skills/awesome-gamedev-agent-skills35202026年10月23日 更新

Design game audio with grouped volume controls, music that responds to gameplay, and varied sound effects. Plan how music lowers during dialogue and how events follow the beat, using principles that can be adapted to different game engines.

中文简介正在准备中。当前显示英语简介。

  • Plan grouped volume controls for music, effects, and dialogue
  • Lower background music while dialogue plays
  • Change music layers or segments with gameplay intensity
gamedev-skills/awesome-gamedev-agent-skills35202026年10月23日 更新

bevy-ecs

免费

Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.

中文简介正在准备中。当前显示英语简介。

  • Organizing a Bevy app with plugins
  • Defining components and shared resources
  • Fixing conflicting queries and execution order
gamedev-skills/awesome-gamedev-agent-skills35202026年10月23日 更新

Build and tune game cameras for smooth 2D following and 3D viewing. Covers motion smoothing, look-ahead, level boundaries, wall avoidance, and framing multiple targets, with techniques that apply across engines.

中文简介正在准备中。当前显示英语简介。

  • Smooth player-follow cameras in 2D games
  • Keep the camera view within level boundaries
  • Prevent third-person cameras from clipping through walls
gamedev-skills/awesome-gamedev-agent-skills35202026年10月23日 更新

card-game

免费

Design the core rules of a card game, including decks, hands, discards, drawing, shuffling, turns, and resource costs. Represent card effects as data and define their resolution order so card movement and gameplay outcomes follow explicit rules.

中文简介正在准备中。当前显示英语简介。

  • Building a deckbuilder or trading card game
  • Implementing draws and discard reshuffling
  • Defining turn phases and card costs
gamedev-skills/awesome-gamedev-agent-skills35202026年10月23日 更新

Plan and prepare consistent game artwork, from sprites and backgrounds to UI icons and 3D briefs. Organize asset requirements, generate or source related visuals, standardize files, and check their appearance and technical fit inside the game.

中文简介正在准备中。当前显示英语简介。

  • Create sprites and backgrounds with a consistent visual style
  • Check asset dimensions, transparency, and tile seams
  • Track asset sources and licenses before release
gamedev-skills/awesome-gamedev-agent-skills35202026年10月23日 更新

查看 gamedev-skills 的全部技能

报告此技能的问题