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Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or…
Unity Input System (new) Read input through Unity's Input System package (com.unity.inputsystem, 1.x) — action-based, device-agnostic, rebindable. Targets Unity 6.3 LTS. This is the modern replacement for the legacy Input.GetAxis/Input.GetKey Input Manager. When to use Use when setting up movement/jump/fire input, defining an .inputactions asset with action maps and control schemes, wiring a PlayerInput component, reading a Vector2 stick/WASD value, or handling gamepad + keyboard + touch from one set of actions. Use when Packages/manifest.json contains com.unity.inputsystem or the project has an *.inputactions asset. When not to use: rebindable-control architecture across engines → input-systems (this skill is the Unity-specific API). Moving the character once you have the input vector → unity-physics / unity-csharp-scripting. Core workflow
don't have the plugin yet? install it then click "run inline in claude" again.