Input management with Dependency Injection

dependency injection in Input for unity3d

Object oriented programming has a lot of patterns that can be very useful for making games. One of those patterns is the Dependency Injection, a pattern that helps to decouple classes that would otherwise be tightly connected. So let’s take something that’s really connected and see how dependency injection can help us: the input management.

Wait what’s this Dependency Injection?

Usually if you have a thing (call it client) that uses another thing (call it service), when you change the service, then you have to also change the client. And that’s bad. Let’s say the client is your game logic and you are porting your game from pc to mobile, and that therefore you need to switch from a keyboard + mouse input to a touch one. Since all inputs are changed (perhaps radically since your WASD is now a UI element) you now need to change some input-read line in your game logic even if you used an intermediate class to get those button inputs.

The Dependency Injection way to do it instead is to have the input manager call the game logic functions. Without it knowing whose functions they are. You just set them as callbacks and call them when needed. Who sets the callbacks? The naive option is: the client. But then you still have a direct dependency between the classes. Enter the DIC: Dependency Injection Container. He takes the callbacks from the client and gives them to the service, thus eliminating the dependency between them (and adding another class to your code, that’s not a free lunch).

And what are those de-leee-gates?


A delegate is just a way to pass a function as an argument, it can also be stored as a variable and given a type name to be checked so that only the functions that match a certain signature can be stored or passed as a delegate of a specific type.

Let’s read some Input!

    string XbuttonName = "Fire1";
// other button names 

    string LeftStickHorizontalName = "Horizontal";
    string LeftStickVerticalName = "Vertical";
//other axis names

First of all we’ll need the names of the input buttons and axis we’re going to read, for this example I’ve used a regular xbox controller. We’ll do this with the old unity input system, not the (currently) experimental one, so we’ll need a string name for it. If you’ve read my other tutorials you know I’ve a personal feud with strings, but this is one of the few cases you really have to use them: if you are building an input manager you don’t want to force whoever uses it to edit code just to rename an input field, so you really want to have that in the inspector, which means a serialized string. Notice that for thumbsticks we’ll need two axis per stick, so two thumbsticks means four axis.

    public static InputManager instance;

    InputManagerDIC inputDIC;

    float triggerSensibility = 0.2f;

As for the other variables, the instance reference will be used to make this class a singleton, the inputDIC is needed to ask for the injection, and the trigger sensibility trashold will be used to get a button behaviour from an axis, because back in my days triggers were fucking buttons and I like it that way.

public delegate void buttonReaction();
public delegate void axisEffect(Vector2 axisVal);

Although we could make this all with predefined System Actions, I’d rather estabilish a more specific interface that reminds whoever writes the game logic code what is supposed to act as a button and what is supposed to act as an axis. It’s just a reminder, nothing more.

good old controller
good old controller
    public static buttonReaction XbuttonPress = delegate () { };
    //other press callbacks ...
    public static buttonReaction XbuttonPressContinuous = delegate () { };
    //other continuous callbacks 
    public static axisEffect leftStickEffect = delegate (Vector2 a) { };
    public static axisEffect rightStickEffect = delegate (Vector2 a) { };
    public static System.Action InputStartRead = delegate () { };

Each callback is initialized to an empty delegate because if for whatever reason we don’t want to use something, we don’t want a nullreference exception to pop out after the change.

Now, we can define a lot of callbacks for each Input since every button has four relevant conditions:

  • just pressed
  • pressed (continuously)
  • just released
  • released (continuously)

In this example I’ll use four buttons and the triggers and read only two condition for the buttons (just pressed and continuous press) and one for the triggers (continuous press), for each of the conditions I want to read I need to define a callback.

The same goes for what to do with thumbsticks, but in that case I just want to read a direction out of them and let the game logic interpret it.

The last callback isn’t really needed but for this tutorial I’ve also built a public repository where you can download a test scene and I need to clean the UI state at the beginning of every frame, so I want a callback for that too.

void Awake()
        if (instance == null)
            instance = this;

As I said before this is going to be a Singleton. And at the beginning of execution we want the DIC to inject his callbacks in the InputManager, so we’ll call his loading function here.

    void Update()
        if (Input.GetButtonDown(XbuttonName))
        { XbuttonPress(); }
        //read other buttonDowns
        if (Input.GetButton(XbuttonName))
        { XbuttonPressContinuous(); }
        //read other buttons
        if (Input.GetAxis(leftTriggerName) > triggerSensibility)
        { leftTriggerPressContinuous(); }
        if (Input.GetAxis(rightTriggerName) > triggerSensibility)
        { rightTriggerPressContinuous(); }

        leftStickEffect(new Vector2(Input.GetAxis(LeftStickHorizontalName), Input.GetAxis(LeftStickVerticalName)));
        rightStickEffect(new Vector2(Input.GetAxis(RightStickHorizontalName), Input.GetAxis(RightStickVerticalName)));

And at last here’s the action. At first we call the “start reading” callback, then for each button we check the relevant states. Notice that for the trigger we read an axis input and only when it’s over the trashold we’ve set before we call a callback just as if it were a regular button. From the game logic standpoint that trigger will be undistinguishable from a button, it even uses the same delegate type for the callback. For the thumbsticks instead we’ll read the two axis in a single Vector2 variable and use that to call the appropriate axisEffect callback.

How about a UI class for testing this?

a really simple ui
a really simple ui

I’ve made it as basic as it gets, sorry but no fancy stuff here:

    Toggle xButton;
    //other toggles
    Text rStick;
    //other texts

For each button I’ll set a toggle on and off, while for the sticks I’ll show the direction in a text. All the references are passed with serialized fields in the inspector.

    public void LogCallTLCont() { ShowLogButton(lTriggerButton, "TL Cont"); }
    public void LogCallTRCont() { ShowLogButton(rTriggerButton, "TR Cont"); }
    public void LogCallA() { ShowLogButton(aButton, "A "); }
    public void LogCallB() { ShowLogButton(bButton, "B "); }
    public void LogCallX() { ShowLogButton(xButton, "X "); }
    public void LogCallY() { ShowLogButton(yButton, "Y "); }
    public void LogCallACont() { ShowLogButton(aButton, "A Cont"); }
    public void LogCallBCont() { ShowLogButton(bButton, "B Cont"); }
    public void LogCallXCont() { ShowLogButton(xButton, "X Cont"); }
    public void LogCallYCont() { ShowLogButton(yButton, "Y Cont"); }
    public void LogCallL(Vector2 direction) { ShowLogAxis(lStick, "L stick with dir", direction); }
    public void LogCallR(Vector2 direction) { ShowLogAxis(rStick, "R stick with dir", direction); }

    void ShowLogButton(Toggle toggle, string text)
        toggle.isOn = true;

    void ShowLogAxis(Text field, string text, Vector2 direction)
        field.text = direction.ToString();
        Debug.Log(text + direction);

All the callbacks are actually using the same couple of functions, logging and setting an UI element each time. But who’s going to reset all those toggles when we didn’t read the button’s release? Our reset function of course:

    public void ResetUI()
        xButton.isOn = false;
        yButton.isOn = false;
        aButton.isOn = false;
        bButton.isOn = false;
        lTriggerButton.isOn = false;
        rTriggerButton.isOn = false;
        rStick.text =;
        lStick.text =;

 It’s Injection time

dependency injection input time
dependency injection input time

Also the DIC is really simple, all it does is to set the callbacks in the InputManager, so it only needs a load function and a field to specify from which class instance it should take the callbacks:

    UserExample target;
    public void LoadInputManager()
        InputManager.XbuttonPress = target.LogCallX;
        InputManager.YbuttonPress = target.LogCallY;
        InputManager.AbuttonPress = target.LogCallA;
        InputManager.BbuttonPress = target.LogCallB;
        InputManager.XbuttonPressContinuous = target.LogCallXCont;
        InputManager.YbuttonPressContinuous = target.LogCallYCont;
        InputManager.AbuttonPressContinuous = target.LogCallACont;
        InputManager.BbuttonPressContinuous = target.LogCallBCont;
        InputManager.leftStickEffect = target.LogCallL;
        InputManager.rightStickEffect = target.LogCallR;
        InputManager.leftTriggerPressContinuous = target.LogCallTLCont;
        InputManager.rightTriggerPressContinuous = target.LogCallTRCont;
        InputManager.InputStartRead = target.ResetUI;


So, as you can see the InputManager has no dependecy towards the client class and the UserExample doesn’t even know that his functions are linked to an input. Any maintenance change on either class will stop here in the DIC and will be as trivial as just changing wich callback is assigned to what variable since that’s all that can happen here.

But what if I just changed Input Settings instead of doing all that?

That’s cool and that’s also the proper way to do it (until you are not porting from pc/console to mobile). Really, until you are not changing between radically different input sources in unity, you’re better off using Unity3d’s input system to remap controls and avoid changing code. I only used the Input management as the easiest-to-explain example, if one thinks this technique is just for that, he’s totally missing the point. This technique can (and according to some people should) be used for absolutely everything.

That’s all folks

Thanks for the read. This time no copy-paste, you get a repository with the whole project already set up and ready to use here. If you have any questions or comments please do express that either in the comments here or just hit me on twitter. And if you don’t want to lose my future stuff, consider my newsletter.

P.S.: I’m currently looking for a job, if you are interested take a look at my portfolio.

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