# Overview

<div data-full-width="false"><figure><img src="https://772198664-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FZKiWXgJ9UhGsBWWXhjMU%2Fuploads%2FJJ049oaUCrJ4ztqqMK4l%2FBanner.png?alt=media&#x26;token=eb8caeb4-f956-4b7b-8760-113c1bec9d27" alt=""><figcaption></figcaption></figure></div>

The **Input Mapper for Unity** is a powerful, extended input rebinding and prompt system that lets players customize controls at runtime while dynamically displaying accurate text or sprite prompts for every binding.

<p align="center">Available at <a href="https://u3d.as/3Bwf"><img src="https://772198664-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FZKiWXgJ9UhGsBWWXhjMU%2Fuploads%2F6BDz5AbsFL3ERv9tuEAM%2FFrame%202.png?alt=media&#x26;token=c6a666a3-2ab4-4807-9938-b56e5d08e6b8" alt=""></a></p>

## **Features**

* Easy to setup. Just Import → Right-click to hierarchy → UI → Input Mapper > ...
* Supports UGUI (Text Legacy, TextMeshPro, Image, Sprite Renderer)
* Fully component-driven workflow. No Coding Required.

**Input Rebind**

* Extended runtime Interactive input rebinding.
* Add, remove, or modify input processors on any binding.
* Automatically swaps any existing binding within input map.
* Safe interactive rebinding with gameplay input suppression.
* Input device/control filtering (Required Paths, Ignore Paths, Cancel Paths)

**Input Prompt**

* Auto-updates based on active device or control scheme.
* Simplifies composite bindings into a single, clean display.
* Supports animated sprites for dynamic UI feedback.
* Show interaction sprites (Replaced or Overlayed).
* Performance-optimized using a Dirty Flag update system.
* Supports all keyboard layouts (QWERTY, QWERTZ, AZERTY, etc).

**Input Skin**

* Fully customizable control display names, short names, icons, and more.
* Centralized management of all device control icons within a single asset.
* One-click generation of TextMeshPro sprite assets.
* Supports for Sprite Atlas (.spriteatlasv2)
* Robust and comprehensive Fallback System.

**Save System**

* Player Prefs, Persistent Data Path, Or integrate your own custom save system.
* Ensures persistence of binding paths, interactions, and processor overrides.
* Enables saving and loading of multiple Input Action Assets at the same time.
* Automatic saving on application exit and automatic loading on startup.

**Inclusion**

* Complete set of Input Icon Spritesheets (1024x1024, 2048x2048) in SVG, PNG.
* Full access to C# source code in Plugins folder for easy modification.

{% hint style="success" %}
Have questions, found a bug, or want to share your feedback? We'd love to hear from you!\
<mailto:niam.soft@gmail.com>
{% endhint %}

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><i class="fa-bolt">:bolt:</i> Setup</td><td><a href="getting-started/setup">setup</a></td></tr><tr><td><i class="fa-clock-rotate-left">:clock-rotate-left:</i> Changelog</td><td><a href="changelog">changelog</a></td></tr><tr><td><i class="fa-list-check">:list-check:</i> Roadmap</td><td><a href="roadmap">roadmap</a></td></tr></tbody></table>
