Unity.InputSystem, Tassix's own assembly with the package's name and namespaces, so scripts and asmdefs that use it compile unchanged (by name or by the package asmdef's GUID).- Devices:
Keyboard(every key with Unity's names and numbers, anyKey, shift/ctrl/alt) andMouse(position, delta and scroll reset each frame, buttons).Gamepadexists for scripts that checkGamepad.current, but none is connected yet.- The engine's keyboard and mouse read the window's input, or what MCP injects.
InputSystem.AddDevice,RemoveDeviceandQueueStateEventdrive devices too.
- Updates run at the start of each frame: deltas reset, the engine's input is read, then queued events apply in order. After each step, the enabled actions bound to the changed controls run their callbacks.
- Actions, following a new
input_systemscenario recorded in Unity and matching it exactly:- Button: started and performed at the press point; stays Performed until it cancels on release.
- Value: started and performed when actuated, performed on every change with Started in between, canceled at rest, and an initial state check on enable.
- PassThrough: performed on every change.
- Callback contexts carry the control that changed; a cancel's value is null.
- Composites: 2DVector, 3DVector, 1DAxis, and modifier composites. Processors: invert, scale, clamp, normalize, deadzones.
InputActionMap, andInputActionAssetloaded from and saved to the.inputactionsJSON.- The binding setup extensions, binding overrides, and
InputActionReference/InputActionProperty.
PlayerInput:- SendMessages/BroadcastMessages send "On" plus the action name on performed, and on cancel for Value actions.
- C# events and Unity events are supported too.
- CoreModule gained
SendMessage,BroadcastMessageandSendMessageUpwards.
- Unity projects:
.inputactionsfiles import with Unity's file IDs: the asset at xxh64("Type:MonoBehaviour-><root>0"), and each action's reference at its id's hash, plus the hidden "Map/Action" copy older scenes use.- Scenes load and save
PlayerInputwith the package's script GUID. unity_importnow covers a PlayerInput with an action asset and both kinds of reference.
- Conformance runs start without the engine's keyboard and mouse, since Unity records in batch mode, which has neither. 28 scenarios pass.
- An MCP e2e test drives a Coin Dash copy's PlayerInput and
Keyboard.currentwith injected keys. - Not yet: interactions (Hold, Tap, MultiTap, SlowTap), interactive rebinding, gamepads and touch, control-scheme device pairing, and the UI input module.
- Next: Animator and
.controllerimport, uGUI, rendering (shadows, PBR closer to URP).
Phase 5 · Slice 1 ·