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
.inputactionsasset 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.jsoncontainscom.unity.inputsystemor 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
- 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.
- Create an
.inputactionsasset. 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).
- Choose how to read it:
PlayerInputcomponent (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.
- Enable the actions/maps you read.
PlayerInputenables its default map automatically;
actions you reference yourself must be .Enable()d (and disabled on teardown).
- Switch action maps for context (gameplay ↔ UI/menu) instead of guarding every handler.
- 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.
InvalidOperationExceptionabout 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 Messageshandlers never fire → the receiving script must be on the same
GameObject as the PlayerInput; Broadcast Messages reaches children too.
- Leaking subscriptions → unsubscribe (
-=) inOnDisable; re-subscribing inOnEnable
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.













