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    Setting up input

    Configure how your project maps physical controls to gameplay and UI behavior.

    Use actions, action assets, and the Input Actions Editor to define what input means in your game, then wire bindings, interactions, and processors. When you are ready to read input in code, continue to Respond to input.

    Topic Description
    Actions Separate input purpose from device controls and connect them with bindings.
    Input action assets Store actions, bindings, action maps, and control schemes in Input action assets.
    Create action maps Group actions for different input scenarios such as gameplay and UI.
    Create, edit, and delete actions Create and manage actions in the Input Actions Editor.
    Configure actions Set up action types, bindings, controls, schemes, interactions, and processors.
    Input Actions Editor references Reference for the Actions Editor window and property panels.
    Configure input from code Define actions, bindings, and maps in script without relying on asset-only setup.

    Additional resources

    • Respond to input
    • Using the Actions Workflow
    • Devices
    • The Player Input component
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