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skills/unity-feature-implementation/specializations/input.md
954 Bytes · Oct 2, 2026 · 00:29 UTC
# Input Specialization ## Use when Use for action maps, key bindings, controller support, touch, local multiplayer, input buffering, rebinding, or player-command interpretation. ## Inspect first - active input system - action maps - generated wrappers - input abstraction - control schemes - local-player ownership - UI input modules - enable and disable flow ## Implementation rules - Reuse existing action maps. - Keep raw input outside domain logic. - Subscribe and unsubscribe symmetrically. - Avoid duplicate callbacks. - Respect disabled gameplay states. - Consider menus, cutscenes, death, loading, and pause. - Preserve controller and keyboard navigation. - Treat `.inputactions` edits as high impact. - Do not hardcode bindings when rebinding exists. ## Validation - keyboard or primary device - controller when supported - enable and disable - repeated scene loads - UI and gameplay action-map transitions - local multiplayer ownership
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