docs.unity3d.com
  • Manual
  • Scripting API
  • Changelog
  • License
Show / Hide Table of Contents
  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
      • Add or remove types
      • Create or restore a backup
    • Choose a control scheme
    • Configure your preferences
    • Update Visual Scripting
    • Version control systems
    • Use Visual Scripting with Unity Cloud Build
  • 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

Capture user input in an application

You can capture input from a user's input device to make your application interactive. Visual Scripting can use either the Input Manager or the Input System package to capture input data in a Script Graph.

Use the Input System package

The Input System package captures input in Unity applications. It uses any input device and replaces Unity's Input Manager.

To install the Input System package, see the Installation guide in the Input System package documentation.

To check if the Input System package is installed, go to Window > Package Manager.

An image of the Package Manager window, that displays the Input System package.

For more information on the Package Manager and managing packages in projects, see the Packages section in the Unity User Manual.

Input System package prerequisites

To use the Input System package in a project, do the following:

  1. Install the package. For more information, see the Packages section in the User Manual.

  2. Regenerate your Node Library to include the Input System package nodes. For more information, Configure project settings.

  3. In your Player Project Settings, set Active Input Handling to Input System Package (New) or Both. For more information on this setting, see Standalone Player settings in the User Manual.

  4. Create an Input System settings asset. Go to Edit > Project Settings and select Input System Package, then select Create Settings Asset. For more information on the available input settings, see Input Settings in the Input System package documentation.

  5. Create a GameObject with a PlayerInput component and an Input Actions asset. For more information, see Add and configure a PlayerInput component.

After you've configured your project, create a graph to Capture input with the Input System package.

Use the Input Manager

The Input Manager is Unity's built-in system for input.

Change the Input Manager's settings to change how a project receives input. Go to Edit > Project Settings and select Input Manager.

An image of the Unity Editor's Project Settings window, that displays the Input Manager's settings for its Horizontal axis.

For more information on the available settings, see the Input Manager documentation in the User Manual.

Input Manager prerequisites

To use the Input Manager in a project, in your Player Project Settings, set Active Input Handling to Input Manager (Old) or Both. For more information on this setting, see Standalone Player settings in the User Manual.

After you’ve configured your Player Project Settings, create a graph to Capture input with the Input Manager.

Additional resources

  • Add and configure a Player Input component
  • Capture input with the Input System package
  • Capture input with the Input Manager
  • Input event nodes
In This Article
Back to top
Copyright © 2025 Unity Technologies — Trademarks and terms of use
  • Legal
  • Privacy Policy
  • Cookie Policy
  • Do Not Sell or Share My Personal Information