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Input System

Note

Make sure to install the Input System package from the Unity Package Manager.
Then use the Addons Browser to import the Player Input, Input Actions, or Device action packages as needed.

Unity API

Actions that directly wrap Unity Input System methods or properties link to the corresponding Input System API reference.

PlayMaker supports three main workflows for Unity’s Input System:

  • Player Input (highest-level, automated)
  • Input Actions (mid-level, manual control)
  • Direct Device Access (lowest-level, raw input)

Root InputSystem Actions

Additional root-level actions are documented here:


Player Input

The PlayerInput component is the highest-level workflow in the Unity Input System.
It uses an Input Action Asset - a file you create in the Input System - that defines all your input maps and actions.

If you don’t already have an Input Action Asset, Unity will help you create one when you add the PlayerInput component.

PlayMaker’s Player Input actions let you read input and respond to PlayerInput events without dealing with low-level InputAction details.

This workflow automates most input handling:

  • Loads and manages your Input Action Asset
  • Switches control schemes (keyboard, mouse, gamepad, etc.)
  • Selects the active input device
  • Routes input events and callbacks
  • Easily supports local multiplayer
  • Ideal for quick prototypes

Unity recommends PlayerInput when you want:

  • A plug-and-play setup
  • Automatic device & scheme handling
  • Minimal manual configuration
  • Easy character/player switching

Best for:
Most projects, multiplayer games, UI-driven games, beginners, and rapid prototypes.


Input Actions

Configure your actions in the Input Actions editor
and read input using PlayMaker’s InputAction actions.

This workflow gives you more control than PlayerInput:

  • Manage action maps directly
  • Enable/disable maps for game modes (Gameplay/UI/Pause/Vehicle)
  • Subscribe to Started / Performed / Canceled events
  • Customize when actions are active
  • Create custom input logic

Unity recommends Input Actions for projects that need:

  • Custom gameplay input modes
  • Manual map switching
  • Complex or unconventional input setups
  • Fine-grained control over input behavior

Best for:
Intermediate to advanced users, complex games, or anyone who wants more control than PlayerInput provides.


Direct (Devices)

Access Input Devices directly (Keyboard, Gamepad, Mouse, etc.).

This workflow:

  • Bypasses Input Actions entirely
  • Reads device controls directly
  • Is simple and immediate
  • But skips control schemes, rebinding, action maps, and many Input System features

Use this when:

  • You only need one or two specific devices
  • You want a minimal or temporary input solution
  • You’re writing tools, prototypes, or debugging utilities
  • You don’t need the higher-level features of the Input System

Best for:
Very simple games, editor tools, debugging, or device-specific logic.


Which workflow should I choose?

Use this guide to pick the best workflow for your project:


Choose Player Input if you want:

  • The easiest and most automated setup
  • Automatic device & control scheme switching
  • Built-in local multiplayer support
  • A quick way to connect UI and gameplay input
  • Minimal manual configuration

Recommended for most PlayMaker users.


Choose Input Actions if you want:

  • Manual control over action maps
  • To switch maps yourself (Gameplay → UI → Vehicle, etc.)
  • Custom input workflows
  • To listen directly to Started/Performed/Canceled events
  • More flexibility than PlayerInput provides

Recommended for advanced users or complex projects.


Choose Direct Device Access if you want:

  • The simplest possible input
  • To read Keyboard/Gamepad/Mouse directly
  • A quick solution for tools or prototypes
  • No action maps, no rebinding, no control schemes

Recommended for simple games or utility scripts.


Quick Comparison

Workflow Level Skill Needed Flexibility Automation Best For
Player Input High Beginner Medium ⭐ High Most games, multiplayer, UI
Input Actions Medium Intermediate ⭐ High Medium Complex or custom input systems
Direct Devices Low Beginner Low None Tools, prototypes, simple input