Input System
SkillDev toolsConfigure Unity Input System assets with unity-cli. Use when the user asks to create or remove an action map, add or remove an action or binding, set up a composite binding, inspect an input actions asset, or manage a control scheme. Do not use for runtime input simulation during tests; use `unity-playmode-testing`.
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
Account requirements not reviewed. Check the skill instructions before use; ahel provides instructions and does not run this skill.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Input System skill
What this skill tells your AI
The instructions your AI receives, as published by akiojin/unity-cli in .claude-plugin/plugins/unity-cli/skills/unity-input-system/SKILL.md and read by ahel’s review.
With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.
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.
Signals
- GitHub stars
- 106
- Forks
- 12
- Last commit
- Oct 2026
Advanced
- Item type
- skill
- Key
unity-input-system-akiojin- Source
- github.com/akiojin/unity-cli