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Unity Input System
Rating: 4.0 out of 5(3 ratings)
11 students
Created byTee I.
Last updated 12/2025
English

What you'll learn

  • Install the Unity Input System package into a project
  • Build Action Maps, Actions, and Bind them to keys using of Unity's Input System
  • Use the action maps to control and manage GameObjects inside of Unity
  • Learn the different types of Actions, and how to use them
  • Learn how to code your project so the users can rebind thier controls to keys they choose

Course content

9 sections20 lectures2h 7m total length
  • Introduction1:59

    Learn to build a robust first-person controller with the Unity input system: create input actions and maps, implement a code-driven input handler, and enable rebinding with JSON-based save and load.

Requirements

  • Familiarity with Unity
  • Basic understand of C#
  • The free version of Unity, and the free Visual Studio Code
  • A desire to learn the Input System in Unity.

Description

I’m Tee, one of the game developers at IOdaw Games.

We've designed this course to not only give you the skills to "make the new Input System work" but also the tips to "make it professional."

In this series, we aren't going to be using the Unity Player Input component. We aren't just going to drag and drop a script and call it a day. We are going to adopt a code-driven workflow used by professional studios. We will generate C# classes directly from our Input Assets, giving us strong typing and total control over our code.

What we will build together:

We will build a fully functional First Person Controller from an empty project.

You will learn how to:

  • Architect for Scalability: We will separate our concerns by building a dedicated Input Handler that listens for raw events and passes that data to a Player Movement script. This ensures your game logic remains clean and your input logic stays flexible.

  • Handle Complex Inputs: We’ll map Actions for Jumping, Sprinting, Movement (Vector2), and Mouse Look (Delta), binding them to keyboard and mouse inputs.

  • Create a Rebinding System: We believe every game today should give the player the ability to rebind the controls to their preferences.  To that end, we will take the comprehensive UI that Unity provides and make it our own, customizing its look and its code.

  • Persist User Data: A rebinding system is useless if it resets when the game closes. We will write a custom Save/Load system using JSON and PlayerPrefs to ensure your players' preferences are remembered.

Why this course?

Most tutorials show you the "easy" way to use the Input System. This course will have you write the code that actually controls and drives the player GameObject. By the end of this series, you won't just have a character that moves; you will have a robust, reusable Input Architecture that you can drop into any future project.

Who this course is for:

  • From beginner to advanced user, if you want to use Unity's powerful Input System, this is the course for you!
  • Anyone who has used the old Legacy Input Manager (Input.GetAxis) for years and find the new Input System confusing or over-complicated.
  • Anyone who prefers a Code-Driven Workflow (Generated C# Classes) over using the default Player Input Component, so you can utilize strict typing and C# events.