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ActionMaps

Action Maps are a feature of modern input systems used to organize controls for a given context. In systems like Unity’s Input System, an Action Map represents a collection of input actions grouped for a particular mode or control scheme, such as gameplay or UI.

An Action Map contains multiple actions. Each action has a name, a type (Button, Value, Pass-Through), and

Bindings and control schemes: Bindings specify the input sources (keyboard, mouse, gamepad, touch) and can be

Lifecycle: Maps can be enabled or disabled at runtime. This makes it easy to switch contexts—for instance

Implementation: In Unity, input actions are defined in an InputActionAsset that holds several maps; developers can

Use and advantages: Action Maps simplify input configuration, support multi-device setups, and enable context-sensitive controls and

Limitations: While widely used in Unity, the concept may be implemented under different names in other engines,

may
specify
expected
control
types
and
interactions
(for
example,
a
Button
action
with
a
press
interaction).
Bindings
within
the
map
connect
physical
inputs
from
devices
to
the
actions
and
can
include
composites
such
as
a
2D
Vector
built
from
separate
keys.
mapped
to
multiple
devices.
Control
schemes
allow
different
bindings
depending
on
the
active
device,
enabling
seamless
switching
between
keyboards,
controllers,
or
touch.
enabling
a
Player
map
during
gameplay
and
a
UI
map
when
a
menu
is
open.
Multiple
maps
may
be
active
at
the
same
time
if
appropriate.
generate
a
C#
class
for
convenient
access.
At
runtime,
you
enable
or
disable
maps
or
the
entire
asset.
dynamic
rebinding.
They
are
commonly
organized
into
categories
such
as
Player,
UI,
and
Menu.
and
not
all
frameworks
use
the
same
terminology.