Rune580-LethalCompany_InputUtils icon

LethalCompany InputUtils

API/Library for creating Unity InputActions with in-game re-binding support. Provides an alternative UI that allows for supporting mods to have in-game re-bindable keybinds.

Last updated 3 weeks ago
Total downloads 7899135
Total rating 67 
Categories Libraries
Dependency string Rune580-LethalCompany_InputUtils-0.6.3
Dependants 6335 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100


LethalCompany InputUtils

Utilities for creating InputActions and having them be accessible in-game. InputActions created through this mod are accessible in-game via the keybinds menu added in update v45.

For feature requests or issues head over to my repo

General Users

This mod is just a dependency for other mods, it doesn't add content, but it allows mods to add keybinds.

Where are my bind overrides stored?

Depends on the version of InputUtils:

  • >= 0.4.1 BepInEx/config/controls
  • <= 0.4.0 BepInEx/controls

Recommended Install

Use a Mod manager. I won't provide support if a mod manager wasn't used, a mod manager makes it far easier to debug issues since users can just share a modpack code.

Developer Quick-Start

This Api/Mod is still in beta, please keep in mind that stuff may change. Feedback is appreciated.

Download the latest release from either the Thunderstore or the Releases. Extract the zip and add a reference to the dll file of the mod in Visual Studio or Rider.

Initializing Your Binds

  • Create a subclass of LcInputActions
    • An instance of this class will contain all InputActions your mod wishes to bind inputs for
    • Name the class appropriately
  • Create InputActions using Attributes and/or at Runtime
public class MyExampleInputClass : LcInputActions 
    [InputAction("<Keyboard>/g", Name = "Explode")]
    public InputAction ExplodeKey { get; set; }
    [InputAction("<Keyboard>/h", Name = "Another")]
    public InputAction AnotherKey { get; set; }

Using Attributes

  • Create instance properties for all desired InputActions
  • Annotate the instance properties with the [InputAction(...)] annotation

For actions to be registered to the API, Properties MUST be annotated with [InputAction(...)]

[InputAction("YourkbmPath", Name = "", GamepadPath = "", KbmInteractions = "", GamepadInteractions = "", ActionID = "", ActionType = InputActionType...)]

Required Parameters

  • kbmPath: The default bind for Keyboard and Mouse devices

Optional Parameters

  • Name: The Displayed text in the game keybinds menu

  • GamepadPath: The default bind for Gamepad devices

  • KbmInteractions: Sets the interactions of the kbm binding. See Interactions Docs

  • GamepadInteractions: Sets the interactions of the gamepad binding. See Interactions Docs

  • ActionID: Overrides the generated actionId (Generally you don't want to change this)

  • ActionType: Determines the behavior with which the action triggers. See ActionType Docs

So your Attribute could be written like this:

[InputAction("<Keyboard>/minus", Name = "Explode")]
public InputAction ExplodeKey { get; set; }

Or with any combination of optional parameters:

[InputAction("<Keyboard>/minus", Name = "Explode", GamepadPath = "<Gamepad>/Button North", KbmInteractions = "hold(duration = 5)")]
public InputAction ExplodeKey { get; set; }

[!NOTE] In this case above the Hold Interaction is being used. This keybind triggers after being held for 5 seconds. See Interactions Docs

At Runtime

  • Override Method void CreateInputActions(in InputActionMapBuilder builder)
  • Use the builder to create InputActions
  • Reference InputAction by calling Asset["actionId"] in your class

[!IMPORTANT] Make sure you call Finish() after you're done creating each InputAction.

Here's an example usage of the runtime api

public class MyExampleInputClass : LcInputActions
    public static readonly MyExampleInputClass Instance = new();
    public InputAction ExplodeKey => Asset["explodekey"];

    public override void CreateInputActions(in InputActionMapBuilder builder)

Referencing Your Binds

To use your InputActions class, you need to instantiate it.

[!IMPORTANT] Do not create more than one instance of your InputActions class. If your class is instantiated more than once, your InputActions are unlikely to work as intended.

The easiest (opinionated) way to do so would be to have a static instance in your plugin class.

[BepInDependency("com.rune580.LethalCompanyInputUtils", BepInDependency.DependencyFlags.HardDependency)]
public class MyExamplePlugin : BaseUnityPlugin
    internal static MyExampleInputClass InputActionsInstance = new MyExampleInputClass();

You could also opt for instantiating the instance in the InputActions class (Singleton-style).

public class MyExampleInputClass : LcInputActions 
    public static MyExampleInputClass Instance = new();

    [InputAction("explodekey", "<Keyboard>/j", "<Gamepad>/Button North", Name = "Explode")]
    public InputAction ExplodeKey { get; set; }


But How Do I Get My Binds String?

You may have noticed that <keyboard>/yourKey can be a little confusing for the special buttons. So try this:

  1. First, arbitrarily set the value to some regular value or just an empty string
  2. Then, load up your mod and change the keybind to the desired key
  3. After, look in your .../BepInEx/controls/YOURMODID.json file
  4. Find the {"action":"myaction","origPath":"","path":"<Keyboard>/f8"}]}
  5. Last, copy that path:"" from the far right i.e. "<Keyboard>/f8"

Using Your Binds

You could then simply reference the instance anywhere you need to have your actions at.

public class MyOtherClassOrMonoBehavior
    public void DoSomething()
        MyExamplePlugin.InputActionsInstance.ExplodeKey ...


public class MyOtherClassOrMonoBehavior
    public void DoSomething()
        MyExampleInputClass.Instance.ExplodeKey ...

Best Practices

It is common to see tutorials call InputAction.ReadValue<>() or InputAction.triggered from mono-behaviour Update() functions.

public class MyOtherClassOrMonoBehavior
    public void Update()
    public void DoSomething()
        if (!MyExamplePlugin.InputActionsInstance.ExplodeKey.triggered) return;
        //Your executing code here

This approach is sufficient for 'continuous' actions, e.g. movement.

For 'discrete' actions, it's more appropriate to create event listeners that accept an InputAction.CallbackContext and subscribe to InputAction.performed.

public class MyOtherClassOrMonoBehavior
    public void Awake()
    // Name this whatever you like. It needs to be called exactly once, so 
    public void SetupKeybindCallbacks()
        MyExamplePlugin.InputActionsInstance.ExplodeKey.performed += OnExplodeKeyPressed;

    public void OnExplodeKeyPressed(InputAction.CallbackContext explodeConext)
        if (!explodeConext.performed) return; 
        // Add more context checks if desired
        // Your executing code here

Using InputUtils as an Optional or Soft Dependency

First make sure to add the [BepInDependency(...)] attribute to your mods Plugin class, mark it as a SoftDependency. If you already have the attribute set as a HardDependency make sure to replace that.

[BepInDependency("com.rune580.LethalCompanyInputUtils", BepInDependency.DependencyFlags.SoftDependency)]
public class MyExamplePlugin : BaseUnityPlugin

Create your InputActions class as you would following the guide above. Make a class specifically for when the mod is loaded

internal static class InputUtilsCompat
    public static bool Enabled =>

    public static InputAction ExplodeKey =>

Finally whenever you reference stuff from InputUtilsCompat, make sure to check its Enabled Property first.

if (InputUtilsCompat.Enabled)

Reference Best Practices for details on how to best use the InputAction


If your mod uses NetcodePatcher you may need to do additional steps.

This only applies to mods that use InputUtils as a soft-dependency

Please check their Readme for more info. However for a possible fix, replace

var types = Assembly.GetExecutingAssembly().GetTypes();


IEnumerable<Type> types;
    types = Assembly.GetExecutingAssembly().GetTypes();
catch (ReflectionTypeLoadException e)
    types = e.Types.Where(t => t != null);

Next Steps

Check out Unity's documentation for their InputSystem

Build Instructions

Build Script Args

  • --target=TARGET
    • Valid targets:
      • Build (default)
      • FetchRefs
      • Deploy (requires a valid GAME_DIR env var)
      • BuildThunderstore
      • BuildNuGet
  • --configuration=MSBUILDCONFIGURATION
    • Valid configurations:
      • Debug (default)
      • Release

Check Build/Build.cs for the source code of the build script.


Clone and enter the repo.

git clone && cd LethalCompanyInputUtils

Copy and rename .env.example to .env.

cp .env.example .env

Edit .env to fit your needs, a valid installation of Lethal Company is required unless USE_STUBBED_LIBS is set.

Run ./ to run the default build task.



Clone the repo.

git clone

Enter the cloned repo.

cd LethalCompanyInputUtils

Copy and rename .env.example to .env.

cp .env.example .env

Edit .env to fit your needs, a valid installation of Lethal Company is required unless USE_STUBBED_LIBS is set.

Run ./build.ps1 to run the default build task.



Discord: @rune

Github: Rune580


Thanks to the following contributers:

  • @Boxofbiscuits97 for reworking most of the documentation.
  • @Lordfirespeed for housekeeping and additional documentation cleanup.