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The PlayerInput component

The Input System provides two related components that simplify how you set up and work with input: the Player Input component and the Player Input Manager component.

The Player Input component represents a single player, and that player's associated Input Actions, whereas the Player Input Manager component handles setups that allow for several concurrent users (for example, player lobbies and split-screen gameplay in a game).

The Player Input component

PlayerInput

Above, the Player Input component as visible in the inspector, with an Actions Asset called "ExampleActions" assigned.

Each PlayerInput instance represents a separate player or user. You can use multiple PlayerInput instances at the same time (although not on the same GameObject) to represent local multiplayer setups. The Input System pairs each player to a unique set of Devices that the player uses exclusively, but you can also manually pair Devices in a way that enables two or more players to share a Device (for example, left/right keyboard splits or hot seat use).

Each PlayerInput corresponds to one InputUser. You can use PlayerInput.user to query the InputUser from the component.

Note: These components are built on top of the public Input System API. As such, they don't do anything that you can't program yourself. They are meant primarily as an easy, out-of-the-box setup that eliminates much of the need for custom scripting.

Getting started

To get started using the Player Input component, use the following steps:

  1. Add a Player Input component to a GameObject. This would usually be the GameObject that represents the player in your game.

  2. Create an Input Actions asset. You can do this by clicking the "Create Actions..." button which is visible in the Player Input component inspector if you have not yet assigned actions to it (shown below).

    Create Actions from Player Input Component

  3. When creating the actions asset, Unity asks you where to create the new Asset. Choose a name and folder inside the Assets folder of your Project (or just accept the defaults) and select Okay. This creates a new .inputactions Asset in your Project, connects it to the Player Input component, and brings up the editor window for the Input Action asset.

  4. Configure the Actions Asset so that it contains the actions you want your users to be able to perform, bound to the controls they should use to perform them.

    MyGameActions

  5. Set up Action responses, by selecting a Behaviour type from the Behaviour menu. The Behaviour type you select affects how you should implement the methods that handle your Action responses. See the notification behaviors section further down for details.

    PlayerInput Notification Behavior

Configuring the Player Input component

You can use the following properties to configure PlayerInput:

Property Description
Actions The set of Input Actions associated with the player. To receive input, each player must have an associated set of Actions. See documentation on Actions for details.
Default Control Scheme Which Control Scheme (from what is defined in Actions) to enable by default.
Default Action Map Which Action Map in Actions to enable by default. If set to None, then the player starts with no Actions being enabled.
Camera The individual camera associated with the player. This is only required when employing split-screen setups and has no effect otherwise.
Behavior How the PlayerInput component notifies game code about things that happen with the player. See documentation on notification behaviors.

Actions

To receive input, each player must have an associated set of Input Actions. When you create these via the Player Input inspector's Create Actions button, the Input System creates a default set of Actions. However, the Player Input component places no restrictions on the arrangement of Actions.

The Player Input component automatically handles enabling and disabling Actions, and also handles installing callbacks on the Actions. When multiple Player Input components use the same Actions, the components automatically create private copies of the Actions.

When first enabled, the Player Input component enables all Actions from the the Default Action Map. If no default Action Map exists, the Player Input component does not enable any Actions. To manually enable Actions, you can call Enable and Disable on the Action Maps or Actions, like you would do without PlayerInput. To check which Action Map is currently enabled, or to switch to a different one, use the PlayerInput.currentActionMap property. To switch Action Maps with an Action Map name, you can also call PlayerInput.SwitchCurrentActionMap.

To disable a player's input, call PlayerInput.DeactivateInput. To re-enable it, call PlayerInput.ActivateInput. The latter enables the default Action Map, if it exists.

When PlayerInput is disabled, it automatically disables the currently active Action Map (PlayerInput.currentActionMap) and disassociate any Devices paired to the player.

See the notification behaviors section below for how to be notified when player triggers an Action.

When using Send Messages or Broadcast Messages

When the notification behavior of PlayerInput is set to Send Messages or Broadcast Messages, you can set your app to respond to Actions by defining methods in components like so:

public class MyPlayerScript : MonoBehaviour
{
    // "jump" action becomes "OnJump" method.

    // If you're not interested in the value from the control that triggers the action, use a method without arguments.
    public void OnJump()
    {
        // your Jump code here
    }

    // If you are interested in the value from the control that triggers an action, you can declare a parameter of type InputValue.
    public void OnMove(InputValue value)
    {
        // Read value from control. The type depends on what type of controls.
        // the action is bound to.
        var v = value.Get<Vector2>();

        // IMPORTANT:
        // The given InputValue is only valid for the duration of the callback. Storing the InputValue references somewhere and calling Get<T>() later does not work correctly.
    }
}

The component must be on the same GameObject if you are using Send Messages, or on the same or any child GameObject if you are using Broadcast Messages.

When using Invoke Unity Events

When the notification behavior of PlayerInput is set to Invoke Unity Events, each Action has to be routed to a target method. The methods have the same format as the started, performed, and canceled callbacks on InputAction.

public class MyPlayerScript : MonoBehaviour
{
    public void OnFire(InputAction.CallbackContext context)
    {
    }

    public void OnMove(InputAction.CallbackContext context)
    {
        var value = context.ReadValue<Vector2>();
    }
}

Notification behaviors

You can use the Behavior property in the Inspector to determine how a PlayerInput component notifies game code when something related to the player has occurred.

The following options are available:

Behavior Description
Send Messages Uses GameObject.SendMessage on the GameObject that the PlayerInput component belongs to.
Broadcast Messages Uses GameObject.BroadcastMessage on the GameObject that the PlayerInput component belongs to. This broadcasts the message down the GameObject hierarchy.
Invoke Unity Events Uses a separate UnityEvent for each individual type of message. When this is selected, the events available on the PlayerInput are accessible from the Events foldout. The argument received by events triggered for Actions is the same as the one received by started, performed, and canceled callbacks.

PlayerInput UnityEvents
Invoke CSharp Events Similar to Invoke Unity Events, except that the events are plain C# events available on the PlayerInput API. You cannot configure these from the Inspector. Instead, you have to register callbacks for the events in your scripts.

The following events are available:

In addition to per-action notifications, PlayerInput sends the following general notifications:

Notification Description
DeviceLostMessage The player has lost one of the Devices assigned to it. This can happen, for example, if a wireless device runs out of battery.
DeviceRegainedMessage Notification that triggers when the player recovers from Device loss and is good to go again.

Device assignments

Each PlayerInput can have one or more Devices assigned to it. By default, no two PlayerInput components are assigned the same Devices, but you can force this; to do so, manually assign Devices to a player when calling PlayerInput.Instantiate, or call InputUser.PerformPairingWithDevice on the InputUser of a PlayerInput.

If the PlayerInput component has any Devices assigned, it matches these to the Control Schemes in the associated Action Asset, and only enables Control Schemes which match its Input Devices.

UI input

The PlayerInput component can work together with an InputSystemUIInputModule to drive the UI system.

To set this up, assign a reference to a InputSystemUIInputModule component in the UI Input Module field of the PlayerInput component. The PlayerInput and InputSystemUIInputModule components should be configured to work with the same InputActionAsset for this to work.

Once you've completed this setup, when the PlayerInput component configures the Actions for a specific player, it assigns the same Action configuration to the InputSystemUIInputModule. In other words, the same Action and Device configuration that controls the player now also controls the UI.

If you use MultiplayerEventSystem components to dispatch UI events, you can also use this setup to simultaneously have multiple UI instances on the screen, each controlled by a separate player.