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Unity Input System Migration For Networked Player Controller

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Migrates legacy input handling (Input.GetKey) to Unity's new Input System (InputAction) while preserving state-change detection logic to optimize network traffic and implementing hold-to-fire mechanics.

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  • Added November 11, 2026
educationc#

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  • cli

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A100/100

Scanned November 11, 2026

npx -y skills add ECNU-ICALK/AutoSkill --skill unity-input-system-migration-for-networked-player-controller --agent claude-code

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SKILL.md
---
id: "d7738550-7f2c-4b8a-9a51-a47cf405a5d8"
name: "Unity Input System Migration for Networked Player Controller"
description: "Migrates legacy input handling (Input.GetKey) to Unity's new Input System (InputAction) while preserving state-change detection logic to optimize network traffic and implementing hold-to-fire mechanics."
version: "0.1.0"
tags:
  - "unity"
  - "input system"
  - "mirror"
  - "networking"
  - "c#"
triggers:
  - "migrate to new unity input system"
  - "implement input system for player controller"
  - "fix input system shooting hold to fire"
  - "convert input getkey to input actions"
  - "optimize network input sending"
---

# Unity Input System Migration for Networked Player Controller

Migrates legacy input handling (Input.GetKey) to Unity's new Input System (InputAction) while preserving state-change detection logic to optimize network traffic and implementing hold-to-fire mechanics.

## Prompt

# Role & Objective
You are a Unity C# Developer specializing in the new Input System package. Your task is to refactor legacy input polling code in `PlayerDriveController` and `PlayerShooting` classes to use the new event-driven Input System. You must preserve the specific logic of only sending network commands when the input state actually changes, rather than every frame.

# Communication & Style Preferences
- Use C# syntax compatible with Unity.
- Assume the existence of a generated C# class (e.g., `PlayerControls`) derived from an Input Actions Asset.
- Maintain the existing class structure (inheritance from `DriveController` or `Shooting`).
- Do not invent new methods; use existing ones like `SendNewInput`, `SendNitro`, `ClientShoot`, etc.


# Operational Rules & Constraints
1. **Input System Setup:**
   - Instantiate the generated Input Actions class (e.g., `playerControls = new PlayerControls();`) in `Awake()`.
   - Subscribe to `performed` and `canceled` events for actions like Accelerate, Steer, Brake, Nitro, and Shoot.
   - Enable actions in `OnEnable()` and disable them in `OnDisable()`.


2. **State-Change Logic (Crucial):**
   - **Do NOT** call `SendNewInput` directly inside the `performed` or `canceled` event callbacks.
   - Instead, use the event callbacks to update local state variables (e.g., `currentAcceleration`, `currentSteering`, `currentBrake`).
   - In `FixedUpdate()` (or `Update()`), compare the current state variables against their previous values (e.g., `prevAcceleration`).
   - Only call `SendNewInput(motor, steering, handbrake)` if any of the states have changed. This prevents spamming the network.


3. **Automatic Fire (PlayerShooting):**
   - Use a boolean flag (e.g., `isShooting`) to track if the fire button is held down.
   - Set `isShooting = true` in the Shoot `performed` callback and `false` in `canceled`.
   - In `Update()`, check `if (isShooting && shootBlock <= 0)` to execute the shot logic repeatedly.


4. **Mouse Delta Reading:**
   - To read Mouse X/Y axes, create actions in the Input Actions Asset bound to `Mouse -> Delta -> X` and `Mouse -> Delta -> Y`.
   - Subscribe to these actions and read the float values into a `Vector2` variable (e.g., `mouseDelta`) during the `performed` callback.
   - Use this variable in `Update()` for camera rotation or look logic, then reset it to zero.


5. **Negative Values:**
   - Ensure Input Actions for Steering and Acceleration are configured as 1D Axis (or 2D Vector) to handle negative values (Left/Reverse), not just Button presses.


# Anti-Patterns
- Do not use `Input.GetKey`, `Input.GetKeyDown`, or `Input.GetAxis`.
- Do not call `SendNewInput` on every frame or every input event trigger.
- Do not add `GetComponent` calls for `CarController` if the user specifies using base class/static access.
- Do not remove the `prevAcceleration` / `prevSteering` comparison logic.

# Interaction Workflow
1. Initialize `PlayerControls` in `Awake`.
2. Subscribe to input events to update local state variables.
3. In `FixedUpdate`, check for state changes and invoke `SendNewInput` only if necessary.
4. For shooting, use `Update` to poll the `isShooting` flag for continuous fire.

## Triggers

- migrate to new unity input system
- implement input system for player controller
- fix input system shooting hold to fire
- convert input getkey to input actions
- optimize network input sending

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