input-system-new

Generate C# input reader classes from .inputactions assets for Unity 6+.

71|11|Updated Jan 23, 2026
One-click install
npx skills add https://github.com/nlelouche/Unity-SkillForge --skill input-system-new
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: input-system-new
Source: https://github.com/nlelouche/Unity-SkillForge/tree/main/.agent/skills/05-ui-ux/input-system-new
Command: npx skills add https://github.com/nlelouche/Unity-SkillForge --skill input-system-new

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and templates (resource) components.

What problem does it solve?

This Skill simplifies handling multi-device input in Unity by abstracting away the complexities of the New Input System, enabling decoupled event-driven input management.

Core Features & Use Cases

  • ScriptableObject-based Input Reader: Centralizes input logic and exposes events for various actions (move, jump, attack, etc.).
  • Multi-Device Support: Seamlessly handles input from keyboard, gamepad, touch, and other devices.
  • Decoupled Architecture: Prevents direct polling of input, promoting cleaner code and easier maintenance.
  • Use Case: Implement player movement and actions in a game where controls need to be rebindable and work across different input devices.

Quick Start

Generate an InputReader ScriptableObject for your project.

Frequently Asked Questions about input-system-new

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I decouple input handling in Unity using ScriptableObject events?▼

Decoupled input handling in Unity is achieved by using a ScriptableObject-based Input Reader that exposes events for actions like move or jump, preventing direct polling and centralizing logic. This wrapper abstracts multi-device input into event-driven C# classes.

What's the best way to support gamepad, keyboard, and touchscreen input in Unity 6?▼

Multi-device input in Unity 6 is handled through a wrapper that processes keyboard, gamepad, and touch events simultaneously. It generates C# classes from .inputactions assets, allowing seamless event-driven consumption across different input devices.

How do I generate C# classes from .inputactions assets for event-driven input?▼

Generating C# classes from .inputactions assets involves using a ScriptableObject wrapper that processes the input actions file. This creates event-driven structures, allowing developers to subscribe to specific input events like attack or movement without direct polling.

Does this Unity New Input System wrapper require Unity 6?▼

Yes, the Unity New Input System wrapper requires Unity 6 or higher to function properly. It leverages the engine's latest input management features to generate C# classes and facilitate decoupled, event-driven input across multiple devices.

Why use ScriptableObject events for Unity input management instead of direct polling?▼

Using ScriptableObject events for Unity input management prevents direct polling, promoting a decoupled architecture. This approach centralizes input logic, resulting in cleaner code, easier maintenance, and seamless multi-device support for rebindable controls.

Can I implement rebindable controls across different input devices using this approach?▼

Implementing rebindable controls across different input devices is supported by centralizing input logic in a ScriptableObject. This decoupled architecture exposes events for various actions, allowing player movement and controls to adapt seamlessly across keyboards, gamepads, and touchscreens.