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---
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uid: input-system-controls
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---
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# Controls
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![A flowchart showing the general workflow of the Input System, with icons representing the different concepts. It starts with the User icon, which then leads into the Input Device and its Controls icon. This then leads into the Action Map and Actions concept. The Input Device and Action Map and Actions icons are collectively grouped under the Binding header. This leads into the final icon representing your action code.](Images/ConceptsOverview.png)
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A **control** is a part of a [device](devices.md) that sends values to the Input System when [actuated](control-actuation.md), such as the buttons and sticks on a gamepad, or the keys on a keyboard.
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| **Topic** | **Description** |
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| :------------------------------ | :------------------------------- |
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| **[Introduction to controls](introduction-to-controls.md)** | An introduction to the concept of controls. |
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| **[Control hierarchies](control-hierarchies.md)** | Learn about how controls are arranged hierarchically. |
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| **[Control types reference](control-types-reference.md)** | The types of control defined in the Input System. |
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| **[Control usages](control-usages.md)** | Understand what a control usage is. |
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| **[Control paths](control-paths.md)** | Learn about control paths and how to use them to refer to controls. |
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| **[Control state](control-state.md)** | Details about how a control's state is stored and accessed. |
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| **[Record control state history](record-control-state-history.md)** | How to record a control's state history over time. |
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| **[Control actuation](control-actuation.md)** | Whether or not a control is currently being used by the user. |
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| **[Noisy controls](noisy-controls.md)** | Controls which can change value without any actual or intentional user interaction such as the accelerometer. |
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| **[Synthetic controls](synthetic-controls.md)** | A type of virtual control with values synthesized from input from a physical control on the device. |
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| **[Optimize controls](optimize-controls.md)** | Detailed information about increasing input performance in some specialized scenarios. |
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## Additional resources
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- [Bindings](bindings.md)
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- [Devices](devices.md)
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- [Layouts](layouts.md)
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- [Device states](device-states.md)
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uid: input-system-devices
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---
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# Devices
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You can configure and respond to a variety of input devices in the Actions Editor window, but each type of device has its own unique features that sometimes require special handling, such as touches on a touchscreen, or text input on a keyboard.
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Learn about supported input devices and their unique features in this section.
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| **Topic** | **Description** |
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| :--- | :--- |
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| **[Types of input devices](devices-overview.md)**|Connect devices to your application.|
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| **[Pointer devices](devices-pointers.md)** | Configure devices that track input on a 2D surface, such as mice, or pens. |
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| **[Keyboards](devices-keyboard.md)** | Configure devices that use a set of key controls.|
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| **[Joysticks](devices-joysticks.md)** | Configure devices that have at least one input stick and one button. |
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| **[Gamepads](devices-gamepads.md)** | Configure devices that have a D-pad and four face buttons. |
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| **[Sensors](devices-sensors.md)** | Configure devices that measure environmental input. |
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| **[Human Interface Device specification](hid-specification.md)** | Use the Human Interface Device specification to implement peripheral user input devices connected to computers with USB or Bluetooth. |
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| **[Supported devices reference](supported-devices-reference.md)** | Explore platform support for each compatible device. |
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| **[Devices (scripting)](devices-scripting.md)** | Learn how to manage devices in code. |
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| **[Custom devices](custom-devices.md)** | Create events and custom devices. |
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## Additional resources
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- [Setting up input](setting-up-input.md)
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- [Responding to input](respond-to-input.md)
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- [Layouts](layouts.md)
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- [Debug a device](debug-device.md)

Packages/com.unity.inputsystem/Documentation~/videos.md

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uid: input-system-videos
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# Videos
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# Video resources
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This page provides a collection of video resources to introduce the Input System in Unity 6. Follow the videos in the order provided, since many of the tutorials provide a foundation for understanding the more advanced tutorials.
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The Input System supports several different workflows, each with its own advantages. These videos walk you through the most commonly used workflows and offer practical guidance to help you begin using the Input System right away.
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## Introduction to the Unity Input System
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**Description**: This is the first video in a 7-part series that demonstrates how to get started with Unity’s Input System and introduces some of its core concepts. It covers the following lessons:
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**Link**: [Watch video 1/7](https://www.youtube.com/watch?v=TiTKAseu17A) (YouTube)
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## Input System scripting
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**Description**: The second video in the series introduces scripting with the Input System to control a third-person character:
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**Link**: [Watch Video 4/7](https://www.youtube.com/watch?v=GdjP5pggaHw) (YouTube)
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## Rebind Input System controls
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**Description**: The fifth video in the series explores in-game rebinding:
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**Link**: [Watch Video 6/7](https://www.youtube.com/watch?v=beDfIBLfx4c) (YouTube)
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## Player Input Manager and local multiplayer games
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**Description**: The seventh video in the series focuses on local multiplayer games, where two or more players share the same computer and screen while using separate controllers. Learn how to use the Player Input Manager component to enable multiple players to control different characters in a local multiplayer setup.
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- A split-screen configuration
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- A two-player scenario
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**Link**: [Watch Video 7/7](https://www.youtube.com/watch?v=lGxXQzE5Vu8) (YouTube)
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**Link**: [Watch Video 7/7](https://www.youtube.com/watch?v=lGxXQzE5Vu8) (YouTube)

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