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
.inputactionsassets. - 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
- Decide which asset path and action map the change belongs to.
- Create or inspect the action map before adding actions or bindings.
- Add actions first, then bindings, then control schemes or composites.
- Run
analyze_input_actions_assetafter 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
Gameplayaction map withJumpand keyboard bindings." - "Add a 2D movement composite to the
Moveaction." - "Inspect this input actions asset and tell me whether it is missing control schemes."
References
- runtime-checklist.md: connection and instance prerequisites.
- input-actions-playbook.md: sequencing for action maps, composites, and control schemes.