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  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
      • Add or remove types
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    • Choose a control scheme
    • Configure your preferences
    • Update Visual Scripting
    • Version control systems
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  • Basic concepts in Visual Scripting
    • The interface
    • Nodes
    • Graphs
      • Subgraphs and State Units
      • Transitions
    • Script Machines and State Machines
    • Object types
      • Custom types
    • Variables
  • Develop application logic with Script Graphs
    • Create a new graph file
      • Create a new blank graph with the Project window
      • Create a new unassigned graph with the empty graph creation flow
      • Create and assign a graph to an existing GameObject
      • Create and assign a graph to a new GameObject
      • Create a graph on a Script Machine or State Machine
    • Attach a graph file to a Script Machine or State Machine
    • Open a graph file
      • Add a node to a Script Graph
      • Connect nodes in a Script Graph
      • Create and add a variable to a Script Graph
      • Create node groups
      • Add comments to a graph
    • Add a Subgraph to a Script Graph
      • Add a Trigger or Data port to a Script Graph
    • Add a State Unit to a Script Graph
    • Custom Events
      • Add a Custom Event node
      • Add a Trigger Custom Event node
    • Capture user input in an application
      • Capture input using the Input Manager
      • Add and configure a Player Input component
      • Capture input using the Input System package
    • Use relations to debug
      • Predictive and live debugging
      • Working with debug messages
    • Live edit
      • Live edit during runtime
  • Develop logic transitions with state graphs
    • Create a new state
    • Create a transition between states
  • Advanced customization and development
    • Refactor a C# script with Visual Scripting
      • Add the RenamedFrom attribute to a C# script
    • Custom C# nodes
      • Create a new simple Custom C# node
      • Add ports to your Custom C# node
      • Add logic to your Custom C# node
      • Add relations to your Custom C# node
      • Add documentation to your Custom C# node
      • Custom C# node attributes reference
    • Create a Custom Scripting Event node
      • Create a Custom Scripting Event Sender node
      • Trigger a Custom Scripting Event from a C# script
      • Listen to a Custom Scripting Event from a C# script
    • Use a custom type
      • Add the Inspectable attribute to a custom type
      • Create a custom PropertyDrawer for a custom type
  • Node reference
    • This node
    • Control node
    • Time node
    • Events
      • Event nodes
      • Input Event nodes
        • On Input System Event Button
        • On Input System Event Float
        • On Input System Event Vector 2
        • On Button Input
        • On Keyboard Input
        • On Mouse Down
        • On Mouse Drag
        • On Mouse Enter
        • On Mouse Exit
        • On Mouse Input
        • On Mouse Over
        • On Mouse Up As Button
        • On Mouse Up
    • Variable node
    • Nulls node
    • Formula node
    • Nesting
      • Input node
      • Output node
      • State Unit node
      • Subgraph node
    • Script graph nodes
    • State graph nodes
  • Developer's guide
  • Known Issues

Add and configure a Player Input component

To use the Input System package with Visual Scripting, add a Player Input component to the same GameObject as the Script Graph and create an Input Actions asset.

You must add the Player Input component and create the Input Actions asset before you create the Script Graph.

Note

If the Input System package isn't installed in your project, follow the Input System documentation's Installation guide to install the package. Go to Window > Package Manager to check your installed packages.

To add a Player Input component to a GameObject:

  1. Go to Window > General > Hierarchy, or press Ctrl+4 (macOS: Cmd+4) to open the Hierarchy window.

  2. In the Hierarchy window, select the GameObject that you want to move with the Script Graph.

  3. With the GameObject selected in the Hierarchy window, go to Window > General > Inspector, or press Ctrl+3 (macOS: Cmd+3) to open the Inspector window.

  4. Select Add Component. The Components menu opens.

  5. In the Components menu, do one of the following:

    • Go to Input.
    • In the Search bar, enter Player Input.
  6. Select the Player Input component to add it to the GameObject.

  7. Add an Input Actions asset to the Player Input component. Do one of the following:

    • Create a new Input Actions asset.
    • Use an existing Input Actions asset.

An image of the Unity Editor's Inspector window, highlighting the Actions section of the Player Input component on a GameObject.

Create a new Input Actions asset

  1. Select Create Actions.

  2. Choose a location in your project to save the Input Actions asset.

  3. Select Save.

Use an existing Input Actions asset

  1. Do one of the following:
    • Click the Actions field's object picker (circle icon) and in the SelectInputActionAsset window, select the asset.
    • Click and drag a file from your Project window and drop it into the Actions field.

Next steps

To configure the available options on a Player Input component, see GameObject components for input in the Input System package documentation.

To configure an Input Actions asset, see Input Action Assets in the Input System package documentation.

To create a simple Script Graph to capture input with Visual Scripting, see Capture input with the Input System package.

Additional resources

  • Capture user input in an application
  • Capture input with the Input System package
  • Input event nodes
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