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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
356 lines
7.4 KiB
Markdown
356 lines
7.4 KiB
Markdown
# Unity 6.3 — Input Module Reference
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**Last verified:** 2026-02-13
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**Knowledge Gap:** Unity 6 uses new Input System (legacy Input deprecated)
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---
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## Overview
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Unity 6 input systems:
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- **Input System Package** (RECOMMENDED): Cross-platform, rebindable, modern
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- **Legacy Input Manager**: Deprecated, avoid for new projects
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---
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## Key Changes from 2022 LTS
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### Legacy Input Deprecated in Unity 6
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```csharp
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// ❌ DEPRECATED: Input class
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if (Input.GetKeyDown(KeyCode.Space)) { }
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// ✅ NEW: Input System package
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using UnityEngine.InputSystem;
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if (Keyboard.current.spaceKey.wasPressedThisFrame) { }
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```
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**Migration Required:** Install `com.unity.inputsystem` package.
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---
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## Input System Package Setup
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### Installation
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1. `Window > Package Manager`
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2. Search "Input System"
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3. Install package
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4. Restart Unity when prompted
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### Enable New Input System
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`Edit > Project Settings > Player > Active Input Handling`:
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- **Input System Package (New)** ✅ Recommended
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- **Both** (for migration period)
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---
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## Input Actions (Recommended Pattern)
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### Create Input Actions Asset
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1. `Assets > Create > Input Actions`
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2. Name it (e.g., "PlayerControls")
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3. Open asset, define actions:
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```
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Action Maps:
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Gameplay
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Actions:
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- Move (Value, Vector2)
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- Jump (Button)
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- Fire (Button)
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- Look (Value, Vector2)
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```
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4. **Generate C# Class**: Check "Generate C# Class" in Inspector
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5. Click "Apply"
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### Use Generated Input Class
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```csharp
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerController : MonoBehaviour {
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private PlayerControls controls;
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void Awake() {
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controls = new PlayerControls();
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// Subscribe to actions
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controls.Gameplay.Jump.performed += ctx => Jump();
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controls.Gameplay.Fire.performed += ctx => Fire();
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}
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void OnEnable() => controls.Enable();
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void OnDisable() => controls.Disable();
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void Update() {
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// Read continuous input
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Vector2 move = controls.Gameplay.Move.ReadValue<Vector2>();
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transform.Translate(new Vector3(move.x, 0, move.y) * Time.deltaTime);
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Vector2 look = controls.Gameplay.Look.ReadValue<Vector2>();
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// Apply camera rotation
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}
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void Jump() {
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Debug.Log("Jump!");
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}
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void Fire() {
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Debug.Log("Fire!");
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}
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}
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```
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---
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## Direct Device Access (Quick & Dirty)
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### Keyboard
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```csharp
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using UnityEngine.InputSystem;
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void Update() {
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// Current state
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if (Keyboard.current.spaceKey.isPressed) { }
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// Just pressed this frame
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if (Keyboard.current.spaceKey.wasPressedThisFrame) { }
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// Just released this frame
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if (Keyboard.current.spaceKey.wasReleasedThisFrame) { }
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}
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```
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### Mouse
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```csharp
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using UnityEngine.InputSystem;
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void Update() {
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// Mouse position
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Vector2 mousePos = Mouse.current.position.ReadValue();
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// Mouse delta (movement)
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Vector2 mouseDelta = Mouse.current.delta.ReadValue();
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// Mouse buttons
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if (Mouse.current.leftButton.wasPressedThisFrame) { }
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if (Mouse.current.rightButton.isPressed) { }
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// Scroll wheel
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Vector2 scroll = Mouse.current.scroll.ReadValue();
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}
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```
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### Gamepad
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```csharp
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using UnityEngine.InputSystem;
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void Update() {
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Gamepad gamepad = Gamepad.current;
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if (gamepad == null) return; // No gamepad connected
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// Buttons
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if (gamepad.buttonSouth.wasPressedThisFrame) { } // A/Cross
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if (gamepad.buttonWest.wasPressedThisFrame) { } // X/Square
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// Sticks
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Vector2 leftStick = gamepad.leftStick.ReadValue();
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Vector2 rightStick = gamepad.rightStick.ReadValue();
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// Triggers
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float leftTrigger = gamepad.leftTrigger.ReadValue();
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float rightTrigger = gamepad.rightTrigger.ReadValue();
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// D-Pad
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Vector2 dpad = gamepad.dpad.ReadValue();
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}
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```
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### Touch (Mobile)
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```csharp
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.EnhancedTouch;
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void OnEnable() {
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EnhancedTouchSupport.Enable();
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}
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void Update() {
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foreach (var touch in UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches) {
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Debug.Log($"Touch at {touch.screenPosition}");
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}
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}
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```
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---
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## Input Action Callbacks
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### Action Callbacks (Event-Driven)
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```csharp
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// started: Input began (e.g., trigger pressed slightly)
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controls.Gameplay.Fire.started += ctx => Debug.Log("Fire started");
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// performed: Input action triggered (e.g., button fully pressed)
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controls.Gameplay.Fire.performed += ctx => Debug.Log("Fire performed");
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// canceled: Input released or interrupted
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controls.Gameplay.Fire.canceled += ctx => Debug.Log("Fire canceled");
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```
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### Context Data
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```csharp
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controls.Gameplay.Move.performed += ctx => {
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Vector2 value = ctx.ReadValue<Vector2>();
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float duration = ctx.duration; // How long input held
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InputControl control = ctx.control; // Which device/control triggered it
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};
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```
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---
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## Control Schemes & Device Switching
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### Define Control Schemes in Input Actions Asset
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```
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Control Schemes:
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- Keyboard&Mouse (Keyboard, Mouse)
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- Gamepad (Gamepad)
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- Touch (Touchscreen)
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```
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### Auto-Switch on Device Change
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```csharp
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controls.Gameplay.Move.performed += ctx => {
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if (ctx.control.device is Keyboard) {
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Debug.Log("Using keyboard");
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} else if (ctx.control.device is Gamepad) {
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Debug.Log("Using gamepad");
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}
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};
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```
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---
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## Rebinding (Runtime Key Mapping)
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### Interactive Rebind
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```csharp
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using UnityEngine.InputSystem;
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public void RebindJumpKey() {
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var rebindOperation = controls.Gameplay.Jump.PerformInteractiveRebinding()
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.WithControlsExcluding("Mouse") // Exclude mouse bindings
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.OnComplete(operation => {
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Debug.Log("Rebind complete");
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operation.Dispose();
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})
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.Start();
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}
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```
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### Save/Load Bindings
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```csharp
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// Save
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string rebinds = controls.SaveBindingOverridesAsJson();
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PlayerPrefs.SetString("InputBindings", rebinds);
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// Load
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string rebinds = PlayerPrefs.GetString("InputBindings");
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controls.LoadBindingOverridesFromJson(rebinds);
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```
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---
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## Action Types
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### Button (Press/Release)
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- Single press/release
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- Example: Jump, Fire
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### Value (Continuous)
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- Continuous value (float, Vector2)
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- Example: Move, Look, Aim
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### Pass-Through (Immediate)
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- No processing, immediate value
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- Example: Mouse position
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---
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## Processors (Input Modifiers)
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### Scale
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```csharp
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// In Input Actions asset: Action > Properties > Processors > Add > Scale
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// Multiply input by value (e.g., invert Y-axis)
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```
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### Invert
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```csharp
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// In Input Actions asset: Action > Properties > Processors > Add > Invert
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// Flip input sign
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```
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### Dead Zone
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```csharp
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// In Input Actions asset: Action > Properties > Processors > Add > Stick Deadzone
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// Ignore small stick movements
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```
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---
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## PlayerInput Component (Simplified Setup)
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### Automatic Input Setup
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```csharp
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// Add Component: Player Input
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// Assign Input Actions asset
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// Behavior: Send Messages / Invoke Unity Events / Invoke C# Events
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// Send Messages example:
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public class Player : MonoBehaviour {
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public void OnMove(InputValue value) {
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Vector2 move = value.Get<Vector2>();
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// Handle movement
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}
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public void OnJump(InputValue value) {
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if (value.isPressed) {
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Jump();
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}
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}
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}
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```
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---
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## Debugging
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### Input Debugger
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- `Window > Analysis > Input Debugger`
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- See active devices, input values, action states
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---
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## Sources
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- https://docs.unity3d.com/Packages/com.unity.inputsystem@1.11/manual/index.html
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- https://docs.unity3d.com/Packages/com.unity.inputsystem@1.11/manual/QuickStartGuide.html
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