Input
Actions and Bindings
Last Updated: July 9, 2026The action layer for registering assets, reading move and jump values from gameplay code, reacting to action transitions on the event bus, and building runtime prompt labels from binding data.
Buffering
Last Updated: July 9, 2026Time-windowed input buffering that catches presses a few frames early so jump leniency, combo windows, and dodge cancels feel natural instead of silently dropped.
Changelog
Last Updated: July 9, 2026What shipped in each Scylla Input release, from the initial surface that wrapped Unity's Input System into a complete game-input layer down through every fix that follows.
Configuration
Last Updated: July 9, 2026The ScyllaInputConfiguration ScriptableObject and its companion JSON config file let you tune every Input module knob without a rebuild, from scheme-detection thresholds to rebind timeouts to binding storage backends.
Contexts
Last Updated: July 9, 2026The input context stack that lets you switch between gameplay, menus, pause, and dialogs by push and pop without writing a single manual action-map toggle.
Control Schemes and Hints
Last Updated: July 9, 2026Auto-switching between keyboard and gamepad with the hints manager that resolves action IDs into the right display string and prompt icon for whichever device the player just touched.
Getting Started
Last Updated: July 9, 2026Add the ScyllaInput module to your scene, point it at an action asset, and start reading and reacting to player input in a few minutes.
Rebinding
Last Updated: July 9, 2026Everything you need to let players remap controls at runtime, from the first 'press any key' prompt to conflict resolution, profile persistence, and a full options-screen data model.
Scylla Input
Last Updated: July 9, 2026Scylla Input gives you a complete input layer on top of Unity's Input System: context stacking, input buffering, runtime rebinding with conflict detection, and button-prompt resolution that updates automatically when the player switches devices.