> For the complete documentation index, see [llms.txt](https://fast-studios.gitbook.io/input-hub/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://fast-studios.gitbook.io/input-hub/introduction.md).

# Introduction

Keyboard, gamepad and touch in one place. One input system for Unity that reads every device, shows the right button prompts and lets the player rebind.

**Input Hub** is an input manager for Unity. You describe what your game does once, like **Jump**, **Interact** or **Move**, and Input Hub takes care of every device the player might be holding: keyboard and mouse, gamepads, touch screens, and even flight sticks, wheels and VR controllers.

Most games end up with the same pile of input work: reading keys in one place and gamepad buttons in another, swapping the button icons when the player picks up a controller, building a screen to change the keys, saving what the player chose, and doing it all again for mobile. Input Hub does that work for you, so you can read an action in one line and spend your time on the game itself.

Here is what you get:

* **Actions and axes** edited in one window and read in one line, like `InputHub.Down("Jump")`.
* **Both of Unity's input systems.** Input Hub works with the old Input Manager, the Input System package, or both at once, and your code stays the same on all of them.
* **Button prompts** that change on their own when the player switches devices, drawn with icon packs you can install. The Xelu's pack comes installed.
* **Rebinding** with a ready made controls menu, a key atlas, sensitivity sliders, profiles and share codes, all saved for you.
* **Quick Time Events**, **local co-op**, a **disconnect screen**, **localization** and a **script converter** that moves your existing input code to Input Hub.

{% hint style="info" %}
Input Hub works alongside your code, not in place of it. Keep writing your game the way you like, and let Input Hub handle the devices, the prompts and the rebinding.
{% endhint %}

This documentation explains what each feature does, how it works, and how to use it in your projects.

## Support

**Email**: <faststudiosunity@gmail.com>\
**Contact Form**: [Questions, issues, feedback, or support](https://docs.google.com/forms/d/e/1FAIpQLSe-2eQqGK8EcqvDHfrtLb738UE9rWYtRcWqtc3ePBL_0az_1Q/viewform?usp=sharing\&ouid=101683304915259794740)

## Jump Right In

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><h4>Getting Started</h4></td><td>Install Input Hub and make your first action and prompt.</td><td><a href="/input-hub/manual/getting-started.md">Getting Started</a></td></tr><tr><td><h4>Actions and Axes</h4></td><td>The building blocks: what the player presses and moves.</td><td><a href="/input-hub/manual/actions-and-axes.md">Actions and Axes</a></td></tr><tr><td><h4>Prompts</h4></td><td>Show the right button icon for the device in use.</td><td><a href="/input-hub/manual/prompts.md">Prompts</a></td></tr><tr><td><h4>Rebinding Menu</h4></td><td>Let the player change the keys, with everything saved.</td><td><a href="/input-hub/manual/rebinding.md">Rebinding Menu</a></td></tr><tr><td><h4>Scripting</h4></td><td>Use Input Hub from code.</td><td><a href="/input-hub/scripting/scripting.md">Overview</a></td></tr><tr><td><h4>Settings</h4></td><td>Adjust how Input Hub behaves in your project.</td><td><a href="/input-hub/manual/settings.md">Settings</a></td></tr></tbody></table>
