Overview

About 5 minutes to read. Pages 02 through 05 take about 45–60 minutes total.

Learning objectives

By the end of this module you will be able to:

What the New Input System is

Unity has two input stacks:

Stack What it is This course
Input Manager (Old) Input.GetAxis, Input.GetKey, axes defined under Project Settings > Input Manager Do not use
Input System Package (New) Actions, bindings, devices, rebinding Required

The New Input System lets you name an action (for example Player/Move) and bind that action to many controls: WASD, arrow keys, a gamepad stick, later a touch joystick. Your script reads the action, not a specific key.

That is why the course uses it:

Official intro: Quickstart Guide | Input System

What you will build

An empty URP 3D project with:

  1. The Input System package enabled
  2. Active Input Handling set to Input System Package (New)
  3. The default project-wide actions asset assigned
  4. A plane, a cube named Player, and a PlayerMover script
  5. WASD / arrows (and optionally a gamepad) moving the cube in Play mode

You will not build a full game. You will leave with a project that is ready to become the course starter.

Prerequisites

If Hub or the editor is missing, stop and install those first. This module does not cover Hub installation.

How this module is organized

Work through the pages in order.

  1. Create the project — Hub, Universal 3D, first open
  2. Enable the Input System — package, backends, Active Input Handling, project-wide actions
  3. Input Actions — Action Maps, Actions, Bindings
  4. Move a player — cube, PlayerMover, Play mode
  5. Player Input component — optional second workflow (Inspector events)
  6. Troubleshooting — if something fails, start here

Your instructor may also use Save as a course template after the setup is clean. That page is optional for you.

Checkpoint

Before you open the next page: