SuperAPI AI Directory

unity-input-system

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Updated 10-16 09:49

About this skill

Input System

Author Input Action Assets: action maps, actions, bindings, control schemes, and composites. This skill owns asset authoring; runtime input simulation belongs to unity-playmode-testing.

Use When

  • The user wants to author or update .inputactions assets.
  • The task is about action maps, actions, bindings, or control schemes.
  • The user wants to inspect the structure of an input actions asset before modifying it.

Do Not Use When

  • The user wants to simulate keyboard, mouse, gamepad, or touch input during tests; use unity-playmode-testing.
  • The task is only to verify that the Input System package is installed; use unity-editor-tools.

Preferred Flow

  1. Decide which asset path and action map the change belongs to.
  2. Create or inspect the action map before adding actions or bindings.
  3. Add actions first, then bindings, then control schemes or composites.
  4. Run analyze_input_actions_asset after non-trivial edits.
unity-cli raw create_action_map --json '{"assetPath":"Assets/Input/Controls.inputactions","mapName":"Gameplay"}'
unity-cli raw add_input_action --json '{"assetPath":"Assets/Input/Controls.inputactions","mapName":"Gameplay","actionName":"Jump","actionType":"Button"}'
unity-cli raw add_input_binding --json '{"assetPath":"Assets/Input/Controls.inputactions","mapName":"Gameplay","actionName":"Jump","path":"<Keyboard>/space"}'
unity-cli raw analyze_input_actions_asset --json '{"assetPath":"Assets/Input/Controls.inputactions"}'

Examples

  • "Create a Gameplay action map with Jump and keyboard bindings."
  • "Add a 2D movement composite to the Move action."
  • "Inspect this input actions asset and tell me whether it is missing control schemes."

References