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Packages/com.unity.inputsystem/Documentation~/corresponding-old-new-api.md

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[`Input.gyro.rotationRate`](https://docs.unity3d.com/ScriptReference/Gyroscope-rotationRate.html)|[`Gyroscope.current.angularVelocity.ReadValue()`](../api/UnityEngine.InputSystem.Gyroscope.html).
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[`Input.gyro.rotationRateUnbiased`](https://docs.unity3d.com/ScriptReference/Gyroscope-rotationRateUnbiased.html)|No corresponding API yet.
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[`Input.gyro.updateInterval`](https://docs.unity3d.com/ScriptReference/Gyroscope-updateInterval.html)|[`Sensor.samplingFrequency`](../api/UnityEngine.InputSystem.Sensor.html#UnityEngine_InputSystem_Sensor_samplingFrequency)<br/>Example:<br/>`Gyroscope.current.samplingFrequency = 1.0f / updateInterval;`<br/><br/>__Notes__:<br/>[`samplingFrequency`](../api/UnityEngine.InputSystem.Sensor.html#UnityEngine_InputSystem_Sensor_samplingFrequency) is in Hz, not in seconds as [`updateInterval`](https://docs.unity3d.com/ScriptReference/Gyroscope-updateInterval.html), so you need to divide 1 by the value.<br/><br/>The new Input System replaces `UnityEngine.Gyroscope` with multiple separate sensor devices. Substitute [`Gyroscope`](../api/UnityEngine.InputSystem.Gyroscope.html) with other sensors in the sample as needed. See the notes for `Input.gyro` above for details.
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[`Input.gyro.userAcceleration`](https://docs.unity3d.com/ScriptReference/Gyroscope-userAcceleration.html)|[`LinearAccelerationSensor.current.acceleration.acceleration.ReadValue()`](../api/UnityEngine.InputSystem.LinearAccelerationSensor.html)
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[`Input.gyro.userAcceleration`](https://docs.unity3d.com/ScriptReference/Gyroscope-userAcceleration.html)|[`LinearAccelerationSensor.current.acceleration.ReadValue()`](../api/UnityEngine.InputSystem.LinearAccelerationSensor.html)
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[`Input.location`](https://docs.unity3d.com/ScriptReference/Input-location.html)|No corresponding API yet.
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[`Input.GetAccelerationEvent`](https://docs.unity3d.com/ScriptReference/Input.GetAccelerationEvent.html)|See notes for `Input.accelerationEvents` above.

Packages/com.unity.inputsystem/Documentation~/get-started-player-input-component.md

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1. [Add](https://docs.unity3d.com/Manual/UsingComponents.html) a **Player Input** component to a GameObject. This would usually be the GameObject that represents the player in your game.
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2. Assign your [Action Asset](ActionAssets.md) to the **Actions** field. This is usually the default project-wide action asset named "InputSystem_Actions"
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> Note: Currently, when using project-wide actions all the action maps are enabled by default. It is advisible to manually disable them and manually enable the default map that **Player Input** during `Start()`.
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3. Set up Action responses, by selecting a **Behaviour** type from the Behaviour menu. The Behaviour type you select affects how you should implement the methods that handle your Action responses. See the [notification behaviors](#notification-behaviors) section further down for details.<br/><br/>![PlayerInput Notification Behavior](Images/PlayerInputNotificationBehaviors.png)<br/><br/>
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3. Set up Action responses, by selecting a **Behavior** type from the Behavior menu. The Behavior type you select affects how you should implement the methods that handle your Action responses. See the [notification behaviors](#notification-behaviors) section further down for details.<br/><br/>![PlayerInput Notification Behavior](Images/PlayerInputNotificationBehaviors.png)<br/><br/>

Packages/com.unity.inputsystem/Documentation~/listen-to-events.md

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{
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foreach (var control in eventPtr.EnumerateChangedControls())
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Debug.Log($"Control {control} changed value to {control.ReadValueFromEventAsObject(eventPtr)}");
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};
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});
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```
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This is significantly more efficient than manually iterating over [`InputDevice.allControls`](../api/UnityEngine.InputSystem.InputDevice.html#UnityEngine_InputSystem_InputDevice_allControls) and reading out the value of each control from the event.

Packages/com.unity.inputsystem/Documentation~/quick-start-guide.md

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The input system stores your input configuration in an **Actions Asset**. When you first install the input system package, you must create this Actions Asset.
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You can do this by going to by going to **Edit** > **Project Settings** > **Input System Package** > **Input Actions**, then click the button labelled **Create and assign a default project-wide Action Asset**.
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You can do this by going to **Edit** > **Project Settings** > **Input System Package** > **Input Actions**, then click the button labelled **Create and assign a default project-wide Action Asset**.
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![The Input Actions Settings window](Images/InputSettingsNoProjectWideAsset.png)
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