Unity 6.3 — Input Module Reference

Last verified: 2026-02-13 Knowledge Gap: Unity 6 uses new Input System (legacy Input deprecated)


Overview

Unity 6 input systems:

  • Input System Package (RECOMMENDED): Cross-platform, rebindable, modern
  • Legacy Input Manager: Deprecated, avoid for new projects

Key Changes from 2022 LTS

Legacy Input Deprecated in Unity 6

// ❌ DEPRECATED: Input class
if (Input.GetKeyDown(KeyCode.Space)) { }

// ✅ NEW: Input System package
using UnityEngine.InputSystem;
if (Keyboard.current.spaceKey.wasPressedThisFrame) { }

Migration Required: Install com.unity.inputsystem package.


Input System Package Setup

Installation

  1. Window > Package Manager
  2. Search "Input System"
  3. Install package
  4. Restart Unity when prompted

Enable New Input System

Edit > Project Settings > Player > Active Input Handling:

  • Input System Package (New) ✅ Recommended
  • Both (for migration period)

Create Input Actions Asset

  1. Assets > Create > Input Actions
  2. Name it (e.g., "PlayerControls")
  3. Open asset, define actions:
Action Maps:
  Gameplay
    Actions:
      - Move (Value, Vector2)
      - Jump (Button)
      - Fire (Button)
      - Look (Value, Vector2)
  1. Generate C# Class: Check "Generate C# Class" in Inspector
  2. Click "Apply"

Use Generated Input Class

using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerController : MonoBehaviour {
    private PlayerControls controls;

    void Awake() {
        controls = new PlayerControls();

        // Subscribe to actions
        controls.Gameplay.Jump.performed += ctx => Jump();
        controls.Gameplay.Fire.performed += ctx => Fire();
    }

    void OnEnable() => controls.Enable();
    void OnDisable() => controls.Disable();

    void Update() {
        // Read continuous input
        Vector2 move = controls.Gameplay.Move.ReadValue<Vector2>();
        transform.Translate(new Vector3(move.x, 0, move.y) * Time.deltaTime);

        Vector2 look = controls.Gameplay.Look.ReadValue<Vector2>();
        // Apply camera rotation
    }

    void Jump() {
        Debug.Log("Jump!");
    }

    void Fire() {
        Debug.Log("Fire!");
    }
}

Direct Device Access (Quick & Dirty)

Keyboard

using UnityEngine.InputSystem;

void Update() {
    // Current state
    if (Keyboard.current.spaceKey.isPressed) { }

    // Just pressed this frame
    if (Keyboard.current.spaceKey.wasPressedThisFrame) { }

    // Just released this frame
    if (Keyboard.current.spaceKey.wasReleasedThisFrame) { }
}

Mouse

using UnityEngine.InputSystem;

void Update() {
    // Mouse position
    Vector2 mousePos = Mouse.current.position.ReadValue();

    // Mouse delta (movement)
    Vector2 mouseDelta = Mouse.current.delta.ReadValue();

    // Mouse buttons
    if (Mouse.current.leftButton.wasPressedThisFrame) { }
    if (Mouse.current.rightButton.isPressed) { }

    // Scroll wheel
    Vector2 scroll = Mouse.current.scroll.ReadValue();
}

Gamepad

using UnityEngine.InputSystem;

void Update() {
    Gamepad gamepad = Gamepad.current;
    if (gamepad == null) return; // No gamepad connected

    // Buttons
    if (gamepad.buttonSouth.wasPressedThisFrame) { } // A/Cross
    if (gamepad.buttonWest.wasPressedThisFrame) { }  // X/Square

    // Sticks
    Vector2 leftStick = gamepad.leftStick.ReadValue();
    Vector2 rightStick = gamepad.rightStick.ReadValue();

    // Triggers
    float leftTrigger = gamepad.leftTrigger.ReadValue();
    float rightTrigger = gamepad.rightTrigger.ReadValue();

    // D-Pad
    Vector2 dpad = gamepad.dpad.ReadValue();
}

Touch (Mobile)

using UnityEngine.InputSystem;
using UnityEngine.InputSystem.EnhancedTouch;

void OnEnable() {
    EnhancedTouchSupport.Enable();
}

void Update() {
    foreach (var touch in UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches) {
        Debug.Log($"Touch at {touch.screenPosition}");
    }
}

Input Action Callbacks

Action Callbacks (Event-Driven)

// started: Input began (e.g., trigger pressed slightly)
controls.Gameplay.Fire.started += ctx => Debug.Log("Fire started");

// performed: Input action triggered (e.g., button fully pressed)
controls.Gameplay.Fire.performed += ctx => Debug.Log("Fire performed");

// canceled: Input released or interrupted
controls.Gameplay.Fire.canceled += ctx => Debug.Log("Fire canceled");

Context Data

controls.Gameplay.Move.performed += ctx => {
    Vector2 value = ctx.ReadValue<Vector2>();
    float duration = ctx.duration; // How long input held
    InputControl control = ctx.control; // Which device/control triggered it
};

Control Schemes & Device Switching

Define Control Schemes in Input Actions Asset

Control Schemes:
  - Keyboard&Mouse (Keyboard, Mouse)
  - Gamepad (Gamepad)
  - Touch (Touchscreen)

Auto-Switch on Device Change

controls.Gameplay.Move.performed += ctx => {
    if (ctx.control.device is Keyboard) {
        Debug.Log("Using keyboard");
    } else if (ctx.control.device is Gamepad) {
        Debug.Log("Using gamepad");
    }
};

Rebinding (Runtime Key Mapping)

Interactive Rebind

using UnityEngine.InputSystem;

public void RebindJumpKey() {
    var rebindOperation = controls.Gameplay.Jump.PerformInteractiveRebinding()
        .WithControlsExcluding("Mouse") // Exclude mouse bindings
        .OnComplete(operation => {
            Debug.Log("Rebind complete");
            operation.Dispose();
        })
        .Start();
}

Save/Load Bindings

// Save
string rebinds = controls.SaveBindingOverridesAsJson();
PlayerPrefs.SetString("InputBindings", rebinds);

// Load
string rebinds = PlayerPrefs.GetString("InputBindings");
controls.LoadBindingOverridesFromJson(rebinds);

Action Types

Button (Press/Release)

  • Single press/release
  • Example: Jump, Fire

Value (Continuous)

  • Continuous value (float, Vector2)
  • Example: Move, Look, Aim

Pass-Through (Immediate)

  • No processing, immediate value
  • Example: Mouse position

Processors (Input Modifiers)

Scale

// In Input Actions asset: Action > Properties > Processors > Add > Scale
// Multiply input by value (e.g., invert Y-axis)

Invert

// In Input Actions asset: Action > Properties > Processors > Add > Invert
// Flip input sign

Dead Zone

// In Input Actions asset: Action > Properties > Processors > Add > Stick Deadzone
// Ignore small stick movements

PlayerInput Component (Simplified Setup)

Automatic Input Setup

// Add Component: Player Input
// Assign Input Actions asset
// Behavior: Send Messages / Invoke Unity Events / Invoke C# Events

// Send Messages example:
public class Player : MonoBehaviour {
    public void OnMove(InputValue value) {
        Vector2 move = value.Get<Vector2>();
        // Handle movement
    }

    public void OnJump(InputValue value) {
        if (value.isPressed) {
            Jump();
        }
    }
}

Debugging

Input Debugger

  • Window > Analysis > Input Debugger
  • See active devices, input values, action states

Sources

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