Tier 3 Series 200

200E: The Control Yoke

Pilot Record
Student Profile
"If you wire the stick directly to the flaps, you can't change the sensitivity or swap to a backup joystick. If your AI hard-codes "Spacebar" for jumping, you've created Input Rigidity. A skilled Architect audits for Input Abstraction."

The Concept: The New Input System

The legacy `Input.GetKeyDown` is obsolete. The new system uses **Actions** (Jump, Move, Fire) mapped to any button (Space, A-Button, Tap).

* **Input Action Asset:** A file defining *what* the player can do, separate from *how* they do it.
* **Rebinding:** Allows players to change controls without breaking code.
Red Flag Detected

The AI Trap: "The Hardcoded Key"

You ask the AI: "Jump when the player presses Space."

// AI-Generated Code: Old & Rigid
void Update() {
    // Audit Fail: What if the player uses a gamepad?
    // What if they want to rebind Jump to 'Z'?
    if (Input.GetKeyDown(KeyCode.Space)) {
        Jump();
    }
}

This is "Hardware Locking." Your game is now locked to a keyboard. Porting to console or adding controller support requires rewriting every script.

Elite Telemetry

Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."

  • Small Batches Solving one problem at a time prevents logic drift.
  • Modular Design Localizing the "blast radius" of AI changes.
  • Tight Loops Rapid iteration with constant code review.

The Architect's Correction

Corrective Protocol
// Corrected: Device Agnostic
public void OnJump(InputAction.CallbackContext context) {
    if (context.performed) {
        Jump();
    }
}
// Now Space, 'A', or a Touch Screen tap all trigger this.
Your Pilot Command
> A skilled Architect directs the AI to use Action Maps. You command: "Use the Unity Input System via 'InputAction.CallbackContext' to handle the Jump event."
Next Mission
The Automated Landing