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Guidelines for working with the New Input System in Unity 6.2
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---
description: "Guidelines for working with the New Input System in Unity 6.2"
globs: ["**/Input*.cs", "**/Player*.cs", "**/*Controller*.cs"]
alwaysApply: false
---
# Unity Input System Rules
> Note: All private fields in the examples use camelCase names with a leading underscore, following common Microsoft C# naming conventions for fields.[web:17]
## REQUIRED: New Input System
⚠️ **Legacy Input System is FORBIDDEN for new projects**
### Package installation
```
Package Manager → Input System → Install
```
In Project Settings → Player → Active Input Handling:
- Select **"Input System Package (New)"**
## Input Actions Asset
### Creating Input Actions
```
// ✅ DO: Create an Input Actions Asset
// Assets → Create → Input Actions
```
### Input Actions structure
```
PlayerInputActions
├── Gameplay
│ ├── Move (Value, Vector2)
│ ├── Look (Value, Vector2)
│ ├── Jump (Button)
│ ├── Fire (Button)
│ └── Interact (Button)
├── UI
│ ├── Navigate (Value, Vector2)
│ ├── Submit (Button)
│ └── Cancel (Button)
└── Menu
├── Pause (Button)
└── OpenInventory (Button)
```
## PlayerInput Component Approach
### Automatic wiring via PlayerInput
```
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Handles player input via the PlayerInput component.
/// </summary>
public class PlayerInputHandler : MonoBehaviour
{
[Header("References")]
[SerializeField] private PlayerInput _playerInput;
private Vector2 _moveInput;
private Vector2 _lookInput;
private bool _jumpPressed;
private void Awake()
{
if (_playerInput == null)
{
_playerInput = GetComponent<PlayerInput>();
if (_playerInput == null)
{
Debug.LogError("PlayerInput component is missing on PlayerInputHandler.");
enabled = false;
}
}
}
// ✅ DO: Use message methods (automatically called by PlayerInput)
// NOTE: Prefer InputAction.CallbackContext over InputValue
public void OnMove(InputAction.CallbackContext context)
{
_moveInput = context.ReadValue<Vector2>();
}
public void OnLook(InputAction.CallbackContext context)
{
_lookInput = context.ReadValue<Vector2>();
}
public void OnJump(InputAction.CallbackContext context)
{
_jumpPressed = context.ReadValueAsButton();
if (_jumpPressed)
{
PerformJump();
}
}
public void OnFire(InputAction.CallbackContext context)
{
if (context.performed)
{
PerformFire();
}
}
private void Update()
{
// Use cached values for continuous input
ProcessMovement(_moveInput);
ProcessLook(_lookInput);
// Example: reset one-frame jump flag if it is meant to be transient
_jumpPressed = false;
}
private void ProcessMovement(Vector2 input)
{
// Movement logic
}
private void ProcessLook(Vector2 input)
{
// Look logic
}
private void PerformJump()
{
// Jump logic
}
private void PerformFire()
{
// Fire logic
}
}
```
## Manual Input Actions Approach
### Working directly with InputActionAsset
```
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.InputActionRebindingExtensions;
/// <summary>
/// Controls input via direct references to Input Actions.
/// </summary>
public class ManualInputController : MonoBehaviour
{
[Header("Input Actions")]
[SerializeField] private InputActionAsset _inputActions;
private InputActionMap _gameplayActionMap;
private InputAction _moveAction;
private InputAction _jumpAction;
private InputAction _fireAction;
private void Awake()
{
if (_inputActions == null)
{
Debug.LogError("InputActionAsset reference is missing on ManualInputController.");
enabled = false;
return;
}
// ✅ DO: Retrieve actions from the asset
_gameplayActionMap = _inputActions.FindActionMap("Gameplay", throwIfNotFound: true);
_moveAction = _gameplayActionMap.FindAction("Move", throwIfNotFound: true);
_jumpAction = _gameplayActionMap.FindAction("Jump", throwIfNotFound: true);
_fireAction = _gameplayActionMap.FindAction("Fire", throwIfNotFound: true);
}
private void OnEnable()
{
// ✅ DO: Subscribe to events
_jumpAction.performed += OnJumpPerformed;
_jumpAction.canceled += OnJumpCanceled;
_fireAction.performed += OnFirePerformed;
// ✅ DO: Prefer enabling the entire action map
_gameplayActionMap.Enable();
}
private void OnDisable()
{
// ✅ DO: ALWAYS unsubscribe and disable
_jumpAction.performed -= OnJumpPerformed;
_jumpAction.canceled -= OnJumpCanceled;
_fireAction.performed -= OnFirePerformed;
_gameplayActionMap.Disable();
}
private void Update()
{
// ✅ DO: Read values in Update for continuous input
Vector2 moveInput = _moveAction.ReadValue<Vector2>();
ProcessMovement(moveInput);
}
private void OnJumpPerformed(InputAction.CallbackContext context)
{
Debug.Log("Jump performed!");
PerformJump();
}
private void OnJumpCanceled(InputAction.CallbackContext context)
{
Debug.Log("Jump released!");
}
private void OnFirePerformed(InputAction.CallbackContext context)
{
PerformFire();
}
private void ProcessMovement(Vector2 input)
{
// Movement logic
}
private void PerformJump()
{
// Jump logic
}
private void PerformFire()
{
// Fire logic
}
}
```
## Generated C# Class Approach (RECOMMENDED)
### Generating the C# class
```
In the Input Actions Asset:
Inspector → Generate C# Class
Namespace: MyGame.Input
Class Name: PlayerInputActions
```
### Using the generated class
```
using UnityEngine;
using UnityEngine.InputSystem;
using MyGame.Input;
/// <summary>
/// Handles input using the generated C# class (preferred approach).
/// </summary>
public class ModernInputController : MonoBehaviour
{
private PlayerInputActions _inputActions;
// ✅ DO: Expose read-only properties for input access
public Vector2 MoveInput { get; private set; }
public Vector2 LookInput { get; private set; }
public bool IsJumping { get; private set; }
private void Awake()
{
// ✅ DO: Create a single instance
_inputActions = new PlayerInputActions();
}
private void OnEnable()
{
if (_inputActions == null)
{
_inputActions = new PlayerInputActions();
}
// ✅ DO: Subscribe using explicit handlers (avoid lambdas to prevent duplicate subscriptions)
_inputActions.Gameplay.Jump.performed += OnJump;
_inputActions.Gameplay.Fire.performed += OnFire;
// ✅ DO: Enable the whole action map
_inputActions.Gameplay.Enable();
}
private void OnDisable()
{
if (_inputActions == null)
{
return;
}
// ✅ DO: Unsubscribe from events on disable
_inputActions.Gameplay.Jump.performed -= OnJump;
_inputActions.Gameplay.Fire.performed -= OnFire;
_inputActions.Gameplay.Disable();
}
private void Update()
{
// ✅ DO: Read continuous input each frame
MoveInput = _inputActions.Gameplay.Move.ReadValue<Vector2>();
LookInput = _inputActions.Gameplay.Look.ReadValue<Vector2>();
ProcessMovement(MoveInput);
ProcessLook(LookInput);
// Example: reset one-frame flag after processing
IsJumping = false;
}
private void OnJump(InputAction.CallbackContext context)
{
if (!context.performed)
{
return;
}
IsJumping = true;
PerformJump();
}
private void OnFire(InputAction.CallbackContext context)
{
if (!context.performed)
{
return;
}
PerformFire();
}
private void ProcessMovement(Vector2 input)
{
// Movement logic
}
private void ProcessLook(Vector2 input)
{
// Look logic
}
private void PerformJump()
{
// Jump logic
}
private void PerformFire()
{
// Fire logic
}
}
```
## Multiplayer Input
### PlayerInputManager for local multiplayer
```
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Manages multiple players (split-screen, local co-op).
/// </summary>
[RequireComponent(typeof(PlayerInputManager))]
public class LocalMultiplayerManager : MonoBehaviour
{
private PlayerInputManager _playerInputManager;
private void Awake()
{
_playerInputManager = GetComponent<PlayerInputManager>();
if (_playerInputManager == null)
{
Debug.LogError("PlayerInputManager component is missing on LocalMultiplayerManager.");
enabled = false;
}
}
private void OnEnable()
{
if (_playerInputManager == null)
{
return;
}
// ✅ DO: Set up callbacks in OnEnable
_playerInputManager.onPlayerJoined += OnPlayerJoined;
_playerInputManager.onPlayerLeft += OnPlayerLeft;
}
private void OnDisable()
{
if (_playerInputManager == null)
{
return;
}
// ✅ DO: Unsubscribe in OnDisable
_playerInputManager.onPlayerJoined -= OnPlayerJoined;
_playerInputManager.onPlayerLeft -= OnPlayerLeft;
}
private void OnPlayerJoined(PlayerInput playerInput)
{
Debug.Log($"Player {playerInput.playerIndex} joined!");
// Configure player-specific settings
var controller = playerInput.GetComponent<PlayerController>();
if (controller != null)
{
controller.SetPlayerIndex(playerInput.playerIndex);
}
else
{
Debug.LogWarning("PlayerController component is missing on spawned PlayerInput GameObject.");
}
}
private void OnPlayerLeft(PlayerInput playerInput)
{
Debug.Log($"Player {playerInput.playerIndex} left!");
}
}
```
## Input Rebinding
### Changing bindings at runtime
```
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.InputActionRebindingExtensions;
using System;
using System.Collections;
using MyGame.Input;
/// <summary>
/// Allows the player to rebind controls.
/// </summary>
public class InputRebinder : MonoBehaviour
{
// ✅ DO: Use the same generated actions instance as the rest of the game
// This can be injected from a central input service or created once and shared.
private PlayerInputActions _inputActions;
private InputActionRebindingExtensions.RebindingOperation _activeRebindOperation;
private void Awake()
{
// Example: create a local instance.
// In a real project, prefer sharing a single PlayerInputActions instance across systems.
_inputActions = new PlayerInputActions();
_inputActions.Gameplay.Enable();
}
private void OnDisable()
{
// Ensure any in-progress rebind is cleaned up
CancelActiveRebind();
}
/// <summary>
/// Starts the rebinding process for an action by name.
/// </summary>
public void StartRebinding(string actionName)
{
var actionMap = _inputActions.Gameplay;
var action = actionMap.FindAction(actionName, throwIfNotFound: false);
if (action == null)
{
Debug.LogError($"Action '{actionName}' was not found in the Gameplay action map.");
return;
}
// ✅ DO: Use RebindingOperation
CancelActiveRebind();
action.Disable();
_activeRebindOperation = action
.PerformInteractiveRebinding()
// Optional: add filters, e.g. .WithControlsExcluding("Mouse")
.OnComplete(operation => OnRebindComplete(operation, action))
.OnCancel(operation => OnRebindCancel(operation, action))
.Start();
}
private void OnRebindComplete(InputActionRebindingExtensions.RebindingOperation operation, InputAction action)
{
Debug.Log($"Rebind complete for {action.name}");
operation.Dispose();
_activeRebindOperation = null;
action.Enable();
// Optionally, persist overrides (PlayerPrefs / file, etc.)
// string overridesJson = _inputActions.SaveBindingOverridesAsJson();
// PlayerPrefs.SetString("input_binding_overrides", overridesJson);
// PlayerPrefs.Save();
}
private void OnRebindCancel(InputActionRebindingExtensions.RebindingOperation operation, InputAction action)
{
Debug.Log($"Rebind canceled for {action.name}");
operation.Dispose();
_activeRebindOperation = null;
action.Enable();
}
private void CancelActiveRebind()
{
if (_activeRebindOperation != null)
{
_activeRebindOperation.Cancel();
_activeRebindOperation.Dispose();
_activeRebindOperation = null;
}
}
}
```
## DO's and DON'Ts Summary
### ❌ DON'T
```
// Legacy Input - FORBIDDEN
if (Input.GetKey(KeyCode.W))
{
}
if (Input.GetMouseButton(0))
{
}
float horizontal = Input.GetAxis("Horizontal");
```
### ✅ DO
```
// New Input System
Vector2 move = _inputActions.Gameplay.Move.ReadValue<Vector2>();
_inputActions.Gameplay.Jump.performed += OnJump;
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