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

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- [Testing](testing.md)
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- [Binding resolution](binding-resolution.md)
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- [Debug Player Input Component](debug-player-input-component.md)
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Packages/com.unity.inputsystem/Documentation~/Events.md

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| Topic | Description |
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| --- | --- |
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## Additional resources
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## Additional resources

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

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## Install samples
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The package comes with a number of samples. You can install these directly from the Package Manager window in Unity (__Window > Package Manager__).
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The package comes with a number of samples. You can install these directly from the Package Manager window in Unity (__Window > Package Manager__).
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To view the list of samples:
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1. Select the package in the **Package Manager** window.
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1. Select the __Samples__ tab.
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1. Select the __Samples__ tab.
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1. Select __Import__ next to any sample name to import that sample into the current project.
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![Install Samples](Images/InstallSamples.png)
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For a more comprehensive demo project for the Input System, refer to the [InputSystem_Warriors](https://github.com/UnityTechnologies/InputSystem_Warriors) GitHub repository.
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For a more comprehensive demo project for the Input System, refer to the [InputSystem_Warriors](https://github.com/UnityTechnologies/InputSystem_Warriors) GitHub repository.

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

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- [Bindings](bindings.md)
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- [Processors](processors.md)
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- [Configure actions](configure-actions.md)
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- [Responding to input](respond-to-input.md)
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- [Responding to input](respond-to-input.md)

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

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- [Bindings](bindings.md)
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- [Interactions](Interactions.md)
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- [Configure actions](configure-actions.md)
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- [Configure bs from code](configure-bindings-from-code.md)
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- [Configure bs from code](configure-bindings-from-code.md)

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

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* [Set callbacks on actions](set-callbacks-on-actions.md)
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* [Read devices directly](read-devices-directly.md)
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* [Scripting with actions API overview](api-overview.md)
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* [The Player Input component](player-input-component.md)
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* [The Player Input component](player-input-component.md)
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* [About the Player Input Component](about-player-input-component.md)
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* [Get started with the Player Input component](get-started-player-input-component.md)
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* [Select a notification behavior](select-notification-behavior.md)
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* [Configure the Player Input Manager](configure-player-input-manager-component.md)
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* [Set up split-screen local multiplayer](set-up-split-screen-local-multiplayer.md)
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* [User rebinding at runtime](user-rebinding-runtime.md)
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* [Look up bindings](look-up-bindings.md)
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* [Display bindings](display-bindings.md)
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* [Rebind an action at runtime](rebind-action-runtime.md)
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* [Look up bindings](look-up-bindings.md)
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* [Display bindings](display-bindings.md)
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* [Rebind an action at runtime](rebind-action-runtime.md)
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* [Save and load rebinds](save-load-rebinds.md)
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* [Restore original bindings](restore-original-bindings.md)
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* [Input settings](input-settings.md)
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* [Input settings](input-settings.md)
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* [Create a settings asset](create-settings-asset.md)
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* [Update Mode](update-mode.md)
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* [Background behavior](background-behavior.md)
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* [Compensate orientation](compensate-orientation.md)
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* [Default value properties](default-value-properties.md)
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* [Supported devices](supported-devices.md)
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* [Platform-specific settings](platform-specific-settings.md)
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* [Platform-specific settings](platform-specific-settings.md)
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* [Devices](devices.md)
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* [Types of input devices](devices-overview.md)
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* [Pointer devices](devices-pointers.md)
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* [Synthesize a device state change](synthesize-device-state-change.md)
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* [Working with devices](working-with-devices.md)
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* [Monitor devices](monitor-devices.md)
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* [Manually add and remove devices](manually-add-remove-devices.md)
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* [Manually add and remove devices](manually-add-remove-devices.md)
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* [Custom devices](custom-devices.md)
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* [Input events](input-events.md)
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* [Types of events](types-of-events.md)
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* [Step 3 The Update method](step-3-update-method.md)
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* [Step 4 Device registration and creation](step-4-device-registration-creation.md)
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* [Step 5 current and all (optional)](step-5-current-all-optional.md)
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* [Step 6 Device Commands (Optional)](step-6-device-commands-optional.md)
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* [Step 6 Device Commands (Optional)](step-6-device-commands-optional.md)
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* [Input for user interfaces](ui-input.md)
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* [Supported UI systems](supported-ui-systems.md)
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* [Understand UI system compatibility](understand-ui-compatibility.md)
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* [Visualizers](visualizers.md)
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* [Visualise input controls](visualise-input-controls.md)
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* [Visualise actions](visualise-actions.md)
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* [Device Simulation](device-simulation.md)
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* [Device Simulation](device-simulation.md)
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* [Testing](testing.md)
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* [Set up test assemblies](set-up-test-assemblies.md)
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* [Set up test fixtures](set-up-test-fixtures.md)
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* [Control items](control-items.md)
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* [Override layout definitions](override-layout-definitions.md)
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* [Precompiled layouts](precompiled-layouts.md)
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* [Create a precompiled layout](create-precompiled-layout.md)
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* [Create a precompiled layout](create-precompiled-layout.md)
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* [User management](user-management.md)
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* [About user management](about-user-management.md)
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* [Create a user paired with an input device](create-user-paired-with-input-device.md)
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* [Handle loss of a device](handle-loss-of-device.md)
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* [Handle loss of a device](handle-loss-of-device.md)
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* [Migrate from the old input system](migrate-from-old-input-system.md)
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* [Enable the correct input system](enable-correct-input-system.md)
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* [Corresponding old and new APIs](corresponding-old-new-api.md)
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* [Corresponding old and new APIs](corresponding-old-new-api.md)
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* [How do I...?](HowDoI.md)
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* [Architecture](Architecture.md)
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* [Contribute to the Input System source code](Contributing.md)

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

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|[**Directly read device states**](Workflow-Direct.md)|This workflow is a simplified, script-only approach which bypasses the actions and bindings features entirely. Instead your script explicitly references specific device controls (such as "left gamepad stick") and reads the values directly. This is suitable for **fast prototyping**, or single fixed platform scenarios. It is a **less flexible** workflow because it bypasses some of the main input system features.|
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> [!NOTE]
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> Because the Input System has multiple workflows, the code samples used throughout this documentation also vary, often demonstrating techniques using various workflows. For example, some code samples may use Action references, and some may use the workflow of reading input directly from devices.
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> Because the Input System has multiple workflows, the code samples used throughout this documentation also vary, often demonstrating techniques using various workflows. For example, some code samples may use Action references, and some may use the workflow of reading input directly from devices.

Packages/com.unity.inputsystem/Documentation~/about-action-assets.md

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## Action maps
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Actions assets allow you to group sets of related actions into [action maps](./create-edit-delete-action-maps.md). For example, in an open-world city game, you might create separate action maps for different situations such as exploring on foot, driving a car, flying an aircraft, or navigating UI interfaces. This means, for most common scenarios, you don't need to use more than one Input action asset.
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Actions assets allow you to group sets of related actions into [action maps](./create-edit-delete-action-maps.md). For example, in an open-world city game, you might create separate action maps for different situations such as exploring on foot, driving a car, flying an aircraft, or navigating UI interfaces. This means, for most common scenarios, you don't need to use more than one Input action asset.

Packages/com.unity.inputsystem/Documentation~/about-action-control-types.md

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## Control type
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The **control type** determines the type of value that should be sent to the action, such as an in integer or float value, or a 1D, 2D, or 3D axis.
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The **control type** determines the type of value that should be sent to the action, such as an in integer or float value, or a 1D, 2D, or 3D axis.
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The control type that you select has the effect of filtering the available controls to only those that are capable of providing the values appropriate for that control.
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For example, if you select **2D axis** as the control type, only those types of controls that can supply a 2D vector as value are available as options for the binding control path, such as a thumb stick or Dpad.
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There are more specific control types available which further filter the available bindings, such as **Stick**, **Dpad** or **Touch**. If you select one of these control types, the list of available controls is further limited to only those controls of those specific types when you [select a binding for your action](add-duplicate-delete-binding.md).
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Packages/com.unity.inputsystem/Documentation~/about-responding-to-input.md

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Working with the Input System's [recommended workflow](workflows.md) in your project involves two phases which you must approach in this order:
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2. Implement responses to actions.
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The Input System also allows you to read device states directly, which bypasses many of the features such as actions and bindings. This workflow is suitable for fast prototyping, or single fixed platform scenarios, but is a less flexible workflow because it bypasses some useful Input System features.
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Refer to [Read devices directly](read-devices-directly.md) for further information about this workflow.
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