Unity input system
Skill a5c-ai/babysitter/library/specializations/game-development/skills/unity-input-system
Unity New Input System configuration skill for action maps, device bindings, control schemes, and cross-platform input handling.From its SKILL.md
npx -y skills add a5c-ai/babysitter --skill unity-input-systemAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
SKILL.md
2.6 KB, 470 tokens by cl100k_base, as published. Nobody here has run it
Unity Input System Skill
New Input System configuration and implementation for Unity.
Overview
This skill provides capabilities for implementing Unity's New Input System, including action maps, device support, and cross-platform input handling.
Capabilities
Action Configuration
- Create Input Action Assets
- Define action maps and actions
- Configure bindings and interactions
- Set up action types (value, button, passthrough)
Device Support
- Configure gamepad support
- Implement keyboard/mouse handling
- Set up touch controls
- Handle XR controllers
Control Schemes
- Define control schemes
- Implement scheme switching
- Support local multiplayer
- Configure device requirements
Runtime Handling
- Generate C# input classes
- Handle input events
- Implement rebinding UI
- Manage device changes
Prerequisites
- Unity 2021.3+
- Input System package installed
Usage Patterns
Input Actions Asset
// Generated PlayerInput class usage
public class PlayerController : MonoBehaviour
{
private PlayerInputActions inputActions;
void Awake()
{
inputActions = new PlayerInputActions();
}
void OnEnable()
{
inputActions.Gameplay.Enable();
inputActions.Gameplay.Jump.performed += OnJump;
inputActions.Gameplay.Move.performed += OnMove;
}
void OnDisable()
{
inputActions.Gameplay.Disable();
}
void OnJump(InputAction.CallbackContext ctx)
{
// Handle jump
}
void OnMove(InputAction.CallbackContext ctx)
{
Vector2 movement = ctx.ReadValue<Vector2>();
}
}
Rebinding
public void StartRebinding(InputAction action)
{
action.PerformInteractiveRebinding()
.WithControlsExcluding("Mouse")
.OnComplete(operation => {
operation.Dispose();
SaveBindings();
})
.Start();
}
Best Practices
- Use Input Action Assets over direct polling
- Implement rebinding for accessibility
- Test all supported devices
- Handle device disconnection gracefully
- Save custom bindings to PlayerPrefs
References
What ships with it: 1 file
1.0 KB alongside SKILL.md
- README.md1.0 KB