InputLayers is designed to simplify and extend the usability of the built-in Input Actions system through the use of a rich layer-based filtering system.InputLayers: A rich layer-based input filtering system for your Unity projects!InputLayers simplifies and extends the usability of the official InputSystem using rich layer-based filtering.From now on, you'll never have to worry about your character reacting to inputs when a menu or popup is open, or how your UI tabs keep recieving inputs when the user is using chat! let InputLayers handle it for you!Whether you prefer to work entirely from within the Unity Editor, or are a C# purist, InputLayers has got you covered.Having issues? Want to give feedback?Submit an issue on GitHub.Note: InputLayers is currently in beta. it is currently free, but may eventually become a paid asset. If this happens, you will still be able to use it; but will not recieve any new updates.📖 Find the full documentation on GitHub!At its core, InputLayers is about letting you easily have multiple systems/UIs/controllers/… react to the same InputAction without:Having to manually enable/disable input handling for one system if another has taken over.Having to create and configure dozens of ActionMaps with the same InputActions assigned to them just to manage inputs for all your systems/UIs/controllers/…Risking the integrity of your input system anytime a new system or UI is added to the game.To achieve this, InputLayers lets you configure Layers sorted into Priorities using a dedicated editor window. You can then use LayeredActions which belong to a specific Layer in place of the default InputActions.