Input System Manager
Enjoying Essential Systems?Leave a reviewLearn to use the included input system manager.
Setup
- Add
Input Managerto any object in the scene. It persists across scenes automatically. - Create an
Inputasset via Create → Essentials → Inputs → [your input system] → Input. - Assign keys or an Input Action Asset reference to the asset. One
Inputcan map multiple keys to the same action.
There must be exactly one
Input Managerin the scene at all times. This means that you can add it in the starting scene, then it will persist through all the other scenes.
Input System differences
Standard Input System - the Input asset includes a Scheme property to define where the input is active.
New Input System - no Scheme property on the asset. Instead, add all EScheme entries to the Action Map in the Player Input component, using the exact same name and casing.
Schemes
A scheme tells the Input Manager which scope to listen for inputs in. For example, when a pause menu is open you might switch to UI to ignore player inputs entirely.
Set the active scheme at runtime:
InputManager.Scheme = EScheme.UI; // or EScheme.DEFAULT, EScheme.PLAYER, etc.
Two schemes are available by default: UI and DEFAULT. To add your own, open the Input Manager script and add an entry to the EScheme enum at the top. If using the New Input System, also add a matching entry to the Action Map.

