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Packages/com.unity.inputsystem/Documentation~/Actions.md

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>**Notes:**
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> - Actions are a runtime only feature. You can't use them in [Editor window code](https://docs.unity3d.com/ScriptReference/EditorWindow.html).
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> - You can read input without using Actions and Bindings by directly reading specific device controls. This is less flexible, but can be quicker to implement for certain situations. Read more about [directly reading devices from script](Workflow-Direct.md).
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> - You can read input without using Actions and Bindings by directly reading specific device controls. This is less flexible, but can be quicker to implement for certain situations. Read more about [directly reading devices from script](using-direct-workflow.md).
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Packages/com.unity.inputsystem/Documentation~/HowDoI.md

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> **Note:**
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> If you're new to the Input System and have landed on this page looking for documentation, it's best to read the [QuickStart Guide](QuickStartGuide.md), and the [Concepts](Concepts.md) and [Workflows](Workflows.md) pages, so that you can make sure you're choosing the best workflow for your project's input requirements.
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> If you're new to the Input System and have landed on this page looking for documentation, it's best to read the [QuickStart Guide](quick-start-guide.md), and the [Concepts](understanding-input.md) and [Workflows](workflows.md) pages, so that you can make sure you're choosing the best workflow for your project's input requirements.
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> This is because there are a number of different ways to read input using the Input System, and many of the answers on this page give you the quickest but least flexible solution, and may not be suitable for a project with more complex requirements.
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- [create my own custom devices?](HID.md#creating-a-custom-device-layout)
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- create a simple "Fire" type action?</br>
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Use the same techniques shown for the "Jump" action in the [Workflows section](Workflows.md)
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Use the same techniques shown for the "Jump" action in the [Workflows section](workflows.md)
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- [require a button to be held down for some duration before triggering an action?](Interactions.html#hold)
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Packages/com.unity.inputsystem/Documentation~/Migration.md

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## Read the introductory documentation first
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If you're new to the Input System package and have landed on this page looking for documentation, it's best to read the [QuickStart Guide](QuickStartGuide.md), and the [Concepts](Concepts.md) and [Workflows](Workflows.md) pages from the introduction section of the documentation, so that you can make sure you're choosing the best workflow for your project's input requirements.
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If you're new to the Input System package and have landed on this page looking for documentation, it's best to read the [QuickStart Guide](quick-start-guide.md), and the [Concepts](understanding-input.md) and [Workflows](workflows.md) pages from the introduction section of the documentation, so that you can make sure you're choosing the best workflow for your project's input requirements.
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This is because there are a number of different ways to read input using the Input System, and some of the directly corresponding API methods on this page might give you the quickest - but least flexible - solution, and may not be suitable for a project with more complex requirements.
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### Directly reading Gamepad and Joystick controls
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Directly reading hardware controls bypasses the new Input System's action-based workflow, which has some benefits and some drawbacks. ([Read more about directly reading devices](./Workflow-Direct.md))
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Directly reading hardware controls bypasses the new Input System's action-based workflow, which has some benefits and some drawbacks. ([Read more about directly reading devices](./using-direct-workflow.md))
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|Input Manager (Old)|Input System (New)|

Packages/com.unity.inputsystem/Documentation~/TableOfContents.md

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* [Introduction](index.md)
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* [Installation](Installation.md)
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* [Quickstart Guide](QuickStartGuide.md)
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* [Concepts](Concepts.md)
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* [Workflows](Workflows.md)
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* [Quickstart Guide](quick-start-guide.md)
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* [Concepts](understanding-input.md)
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* [Workflows](workflows.md)
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* [Workflow - Actions](Workflow-Actions.md)
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* [Workflow - Actions & PlayerInput](Workflow-PlayerInput.md)
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* [Workflow - Direct](Workflow-Direct.md)
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* [Workflow - Actions & PlayerInput](using-playerinput-workflow.md)
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* [Workflow - Direct](using-direct-workflow.md)
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* [Setting up input](setting-up-input.md)
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* [Actions](actions.md)
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* [Action Assets](action-assets.md)
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# The action maps panel
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# Action properties panel
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# Actions panel
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# Add, duplicate or delete a binding
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# Binding overrides

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