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unity-inputlisted

Use when implementing input handling — new Input System setup, action maps, multi-device support, input rebinding, local multiplayer input, and input abstraction patterns.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Unity Input Systems Guidance for implementing input in Unity 6: new Input System vs legacy, action map organization, callback vs polling patterns, input abstraction for testability, runtime rebinding with persistence, and local multiplayer with PlayerInputManager. ## When to Apply Activate when the conversation involves: - Choosing between the new Input System package and the legacy Input Manager - Structuring Input Action Assets and their action maps - Deciding whether to use polling (checking each frame) vs callbacks (events on change) - Abstracting input so components do not depend on device-specific APIs - Implementing runtime key/button rebinding with UI and persistence - Setting up local multiplayer with split-screen or separate control schemes - Supporting multiple simultaneous devices (gamepad + keyboard/mouse) Do NOT activate for UI layout of a rebinding screen, game feel tuning (deadzone curves, acceleration), or platform-specific store requirements — those go to `hades:unity-ui`, `hades:unity-performance`, or a platform-specific reference. ## Project Context Check Before making recommendations: 1. **Check existing input setup in the graph:** - Call `search_by_name("*.inputactions")` — if an Input Action Asset exists, examine its action maps before recommending new ones; match the existing naming style - Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "PlayerInput", edgeTargetKind: "Class")` — detects whether the project already uses