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Input
RedEngine maps Unity Input System actions into a fixed NetworkInputData packet, then routes packet channels through prioritized InputContext assets.
Execution model
- Authority — State Authority validates input-driven outcomes and authors the final gameplay state.
- Prediction — Input Authority produces
NetworkInputDataand may run prediction-safe handlers. - Replicated — the resulting character, ability, and weapon state; Fusion transports input packets.
- Local only — physical device state, action maps, button prompts, rebinding UI, and input icons.
Configure InputSettings
Create Red Engine > Input > Input Settings. Each binding maps an Input Action to Move, Look, Primary, Secondary, or one of the fixed button channels. InputComponent creates a separate action instance for the peer with input authority and submits the packet to Fusion.
Route an InputContext
An InputContextBinding selects the channel, trigger, [InputHandler] method, and whether it consumes the input. Higher-priority contexts run first. ConsumeUnhandledInput stops lower contexts even when no local binding handled the channel.
csharp
public sealed class HeroInput : CharacterComponent
{
[InputHandler]
public void Move(Vector2 value) => Controller.SetMovementInput(value);
[InputHandler]
public void OpenInventory() => inventoryUi.Toggle();
}Started is the press edge, Triggered is held, Ongoing is held after the first tick, and Completed/Canceled represent release.
Push temporary contexts for menus, vehicles, or targeting and dispose the handle when the mode ends:
csharp
using InputContextHandle handle = inputComponent.PushContext(vehicleContext);Do not read legacy UnityEngine.Input, and do not mutate authoritative state directly from a local Input Action callback. Route it through the Fusion input packet.
Next: Abilities.