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

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To configure the Input System individually for each project, go to __Edit__ > __Project Settings…__ > __Input System Package__ from Unity's main menu.
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![Input Settings](Images/InputSettings.png)
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This section describes each input setting in detail.

Packages/com.unity.inputsystem/Documentation~/debug-layouts.md

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The [__Layouts__](layouts.md) list in the Input Debugger window displays a breakdown of all registered [Control and Device layouts](layouts.md). This is the database of supported hardware and the knowledge of how to represent a given piece of input hardware. It's useful when you want to [create a new Device mapping](hid-create-custom-layout.md) and see how the Input System represents it.
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![Layouts in Input Debugger](Images/LayoutsInDebugger.png)

Packages/com.unity.inputsystem/Documentation~/debug-users-playerinput.md

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When there are [`InputUser`](user-management.md) instances (if you use `PlayerInput`, each `PlayerInput` instance implicitly creates one), the Input Debugger's __Users__ list displays each instance along with its paired Devices and active Actions. The listed Devices and Actions work the same way as those displayed in the [__Devices__](debug-device.md) and [__Actions__](debug-action.md) lists in the debugging window.
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![Users in Input Debugger](Images/UsersInputDebugger.png)

Packages/com.unity.inputsystem/Documentation~/supported-devices.md

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# Supported devices
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![Supported Devices](Images/SupportedDevices.png)
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A Project usually supports a known set of input methods. For example, a mobile app might support only touch, and a console application might support only gamepads. A cross-platform application might support gamepads, mouse, and keyboard, but might not require XR Device support.
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To narrow the options that the Editor UI presents to you, and to avoid creating input Devices and consuming input that your application won't use, you can restrict the set of supported Devices on a per-project basis.

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