What is an Input?
An input is any signal a player sends to a game through a device. It's the layer that connects a player's physical action to something the game can actually respond to; a key press has to become a jump, a stick tilt has to become movement.
Every other system, from character control to UI navigation, depends on input being read reliably and with as little delay as possible.
In Unity, input is handled through one of two systems: the newer Input System package, or the older, built-in Input Manager.
Types of input
- Keyboard and mouse: The standard input pair for PC games, handling movement, aiming, and menu navigation.
- Touch: Taps, swipes, and gestures on mobile and tablet devices.
- Gamepad and joystick: Physical controllers for console and PC, with Unity supporting Xbox, PlayStation, and generic controllers out of the box.
- XR controllers and motion tracking: For VR and AR, including hand tracking, eye tracking, and full-body motion tracking for more immersive interaction.
Frequently asked questions (FAQ)
What input devices does Unity support?
Unity supports keyboard, mouse, touchscreen, gamepad, and joystick input out of the box, along with XR controllers and hand tracking for VR and AR devices.
What is the difference between the Input System and the Input Manager?
The Input Manager is Unity’s older, built-in way of handling input, defined through named axes and buttons in Project Settings. The Input System is a newer package that’s more flexible, supports more device types out of the box, and is Unity’s recommended approach for new projects. See Unity’s own Input System documentation to get started.