Scylla Input - API Documentation
Scylla is a modular game framework for Unity 6.3+. This is the API reference for the Input module -- the framework's input layer over Unity's Input System, covering actions, contexts, buffering, runtime rebinding, control-scheme detection, and button-prompt resolution.
Browse the API Reference to explore all namespaces, classes, and members.
What's in Input?
| Area | Highlights |
|---|---|
| Module Facade | ScyllaInput Tier 1 module under Core, single entry point for game code |
| Actions | ScyllaInputAction wrappers, ReadFloat / ReadVector2 / ReadValue<T>, performed / started / canceled callbacks, modifier-key disambiguation |
| Contexts | LIFO stack of named InputContext objects with priority and blocking flag |
| Buffering | Per-action timed queues for combo windows, jump leniency, and pre-press input |
| Rebinding | Runtime binding overrides, conflict detection, profile persistence (JSON files or PlayerPrefs) |
| Control Schemes | Auto-detect between keyboard/mouse and gamepad, publish ControlSchemeChangedEvent |
| Hints | Resolve action + scheme into a sprite + label via registered InputIconSet assets |
| Input Bridge | Pluggable device backend so test / replay bridges can stand in for live hardware |
| Events | Every meaningful transition published as a typed event on Scylla Event eXchange |
| Configuration | ScyllaInputConfiguration ScriptableObject with binding-storage, rebind, bridge, and logging groups |