Unity + Playmaker - New Input System - Help Prototype ideas?
In this Playmaker Unity tutorial, I'll show how to set up and use the new input system. I'm asking for your ideas on what kind of prototype game I can make from this mechanic? Show me your creativity. ► Download Playmaker at https://bit.ly/3dV8JzC ► Download Unity at https://unity.com Chapters: 0
This tutorial is two things at once: a working introduction to Unity's New Input System with Playmaker, and an open prototype — a rock-studded planet you rotate in any direction, with the question "what game could this become?" thrown to the audience. Here's the full setup.
Step 1 — Decorate the planet with Polybrush
The world is a 20 x 20 x 20 sphere. Polybrush's scatter brush paints prefabs directly onto its surface: drop a rock prefab into the palette, randomize scale and rotation (0 to 360), and brush away. If your scattered objects float above the surface, check Use Pivot — that pins them to the mesh.
Step 2 — Configure the New Input System
Install Input System from the Package Manager (Unity restarts the editor to switch input backends). Create an Input Actions asset named World Mover and open it: add a control scheme called Keyboard and Mouse listing both devices, then create four actions — up, down, left, right — each with action type Button and a Press interaction set to Press and Release, since you'll need the release to stop rotating. Bind each action with the listen button: up gets both the up arrow and W, down gets down arrow and S, and so on, two bindings per action. Enable auto-save or save before closing.
Step 3 — Up/down rotation in Playmaker
On a Game Manager empty, add an FSM named up and down. Its listener uses Player Input Button Events (this prompts for an Input System Manager component — add it, and point its actions at World Mover). One action listens for up, another for down, each firing on Is Pressed into its own state. Those states run Rotate on the world: X axis, 20 degrees per second for up, -20 for down, in world space. To stop, each rotation state carries another Player Input Button Events action with Is Pressed set to none — meaning it fires on release — sending a stop event back to the listener.
Step 4 — Left/right as a second FSM
Diagonals require simultaneous inputs, and one FSM can only be in one state — so left/right gets its own FSM running in parallel. Don't rebuild it: right-click the Playmaker FSM component header and Copy Component As New, then retarget everything — events renamed left and right, input actions swapped to the left and right bindings, and rotation moved to the Y axis (20 and -20). Now the planet rolls up-and-left at once, two FSMs each owning one axis.
Step 5 — Arrow UI feedback
A canvas (Scale With Screen Size, 1920 x 1080, Expand) gets four outline-arrow images in a corner cluster, tinted orange-yellow against the purple planet. Each direction state in the FSMs adds a UI Graphics Set Color action turning its arrow white while held, and the listener state sets it back to the base color on release. Hold up and left, and both arrows light together — instant visual confirmation of the dual-FSM input. The mechanic works; what it becomes is up to the comments.





