unity-inputlisted
Install: claude install-skill TheArcForge/hades-plugin
# 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