diff --git a/Packages/com.unity.inputsystem/Documentation~/Concepts.md b/Packages/com.unity.inputsystem/Documentation~/Concepts.md
index b36cd4fcb0..1ed32098e3 100644
--- a/Packages/com.unity.inputsystem/Documentation~/Concepts.md
+++ b/Packages/com.unity.inputsystem/Documentation~/Concepts.md
@@ -5,7 +5,7 @@ uid: basic-concepts
This page introduces the basic concepts that relate to working with the Input System. They relate to the steps in the sequence of events that occur when a user sends input to your game or app. The Input System provides features which implement these steps, or you can choose to implement some of them yourself.
-
+
|Concept|Description|
|-------|-----------|
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diff --git a/Packages/com.unity.inputsystem/Documentation~/ProjectWideActions.md b/Packages/com.unity.inputsystem/Documentation~/ProjectWideActions.md
index 6248dea44f..42435c96a1 100644
--- a/Packages/com.unity.inputsystem/Documentation~/ProjectWideActions.md
+++ b/Packages/com.unity.inputsystem/Documentation~/ProjectWideActions.md
@@ -18,8 +18,9 @@ Unless you have specific project requirements that require more than one Action
To create and assign the current project-wide actions, go to **Edit** > **Project Settings** > **Input System Package**.
If you don't yet have an Action Asset assigned as project-wide in your project, the Input System Package settings window displays an empty field for you to assign your action asset, and a button allowing you to create and assign one.
-
-*The Input System Package Project Settings with no project-wide actions assigned*
+
+
+*The Input System Package Project Settings with no project-wide actions assigned displays a button to create and assign a default project-wide Action Asset.*
> **Note:** If you already have an Action Asset assigned, this button is not displayed, and instead the Actions Editor is displayed, allowing you to edit the project-wide actions.
@@ -27,16 +28,12 @@ To create an Action Asset with default actions pre-configured, click **"Create
The Action Asset appears in your Project view, and is named "InputSystem_Actions". This is where your new configuration of actions is saved, including any changes you make to it.
-
-*The new Actions Asset in your Project window*
+
## Edit project-wide actions
Once you have created and assigned project-wide actions, the Input System Package page in Project Settings displays the **Actions Editor** interface. Read more about how to use the [Actions Editor](ActionsEditor.md) to configure your actions.
-
-*The Input System Package Project Settings after creating and assigning the default actions*
-
## The default actions
When you create and assign default project-wide actions using the method described above, the Action Asset comes pre-configured with some default Actions such as "Move", "Jump", and more, which suit many common app and game scenarios. They are configured to read input from the most common types of input controller such as Keyboard, Mouse, Gamepad, Touchscreen and XR.
@@ -47,7 +44,7 @@ If you’d like to delete all the default actions so that you can start from an
You can also delete all action maps, or reset all the actions back to the default values from the **more** (⋮) menu at the top right of the Input Actions section of the settings window, below the Project Settings window search field.
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+
> **Note:** this **more** (⋮) menu is not available when the Actions Editor is open in a separate window, it is only present in the Project Settings window.
diff --git a/Packages/com.unity.inputsystem/Documentation~/Workflows.md b/Packages/com.unity.inputsystem/Documentation~/Workflows.md
index 2e28018c34..0a80bae18a 100644
--- a/Packages/com.unity.inputsystem/Documentation~/Workflows.md
+++ b/Packages/com.unity.inputsystem/Documentation~/Workflows.md
@@ -12,12 +12,11 @@ You can choose to configure Actions and Bindings in the Editor UI, or you can se
The descriptions below describe these main workflows and link to more detailed description of them.
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-| | |
+|Workflows |Description |
|---|---|
-|[**Using Actions**](Workflow-Actions.md)
This is the **recommended** workflow for most situations. In this workflow, you use the [Actions Editor window](./ActionsEditor.md) to configure sets of actions and bindings, then set up references and read the values for those actions in your code [(read more)](Workflow-Actions.md).
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-|[**Using Actions and the PlayerInput Component**](Workflow-PlayerInput.html)
This workflow provides extra features that allow you to connect up **callbacks** directly from Actions to your own callback handler methods, removing the need to deal with Action references in your code. It also provides features that are useful in **local multiplayer** scenarios such as device assignment and split-screen functionality. [(read more)](Workflow-PlayerInput.html).
||
-|[**Directly read device states**](Workflow-Direct.html)
This workflow is a simplified, script-only approach which bypasses the Actions and Bindings features entirely. Instead your script explicitly references specific device controls (such as "left gamepad stick") and reads the values directly. This is suitable for **fast prototyping**, or single fixed platform scenarios. It is a **less flexible** workflow because it bypasses some of the main input system features [(read more)](Workflow-Direct.html).
||
+|[**Using Actions**](Workflow-Actions.md)|This is the **recommended** workflow for most situations. In this workflow, you use the [Actions Editor window](./ActionsEditor.md) to configure sets of actions and bindings, then set up references and read the values for those actions in your code.|
+|[**Using Actions and the PlayerInput Component**](Workflow-PlayerInput.md)|This workflow provides extra features that allow you to connect up **callbacks** directly from Actions to your own callback handler methods, removing the need to deal with Action references in your code. It also provides features that are useful in **local multiplayer** scenarios such as device assignment and split-screen functionality.|
+|[**Directly read device states**](Workflow-Direct.md)|This workflow is a simplified, script-only approach which bypasses the Actions and Bindings features entirely. Instead your script explicitly references specific device controls (such as "left gamepad stick") and reads the values directly. This is suitable for **fast prototyping**, or single fixed platform scenarios. It is a **less flexible** workflow because it bypasses some of the main input system features|
diff --git a/Packages/com.unity.inputsystem/Documentation~/index.md b/Packages/com.unity.inputsystem/Documentation~/index.md
index 40b5a7703c..e38763895d 100644
--- a/Packages/com.unity.inputsystem/Documentation~/index.md
+++ b/Packages/com.unity.inputsystem/Documentation~/index.md
@@ -7,6 +7,10 @@ The **Input System** allows your users to control your game or app using a devic
## Introduction
+
+*The Input Actions Editor window, displaying some of the default actions that come pre-configured with the Input System package.*
+
+
Unity supports input through two separate systems, one older, and one newer.
The older system, which is built-in to the editor, is called the [Input Manager](https://docs.unity3d.com/Manual/class-InputManager.html). The Input Manager is part of the core Unity platform and is the default, if you do not install this Input System Package.
@@ -16,6 +20,3 @@ This **Input System package** is a newer, more flexible system, which allows you
During the installation process for the Input System package, the installer offers to automatically deactivate the older built-in system. ([Read more](Installation.md))
To get started, see the [Installation](Installation.md) and [Workflows](Workflows.md) sections. For a demo project, see the [Warriors demo](https://github.com/UnityTechnologies/InputSystem_Warriors) on GitHub.
-
-
-_The Input Actions Editor, displaying some of the default actions that come pre-configured with the Input System package._