# Step 4 - Input Manager

## Add the Input Manager

{% hint style="info" %}
Add the "AK\_InputManager" from the prefabs folder or the "Adventure\_Kit\_Managers" pack to add all to the hierarchy. You can add the "AK\_InputManager" script to an empty gameobject if you want to start fresh
{% endhint %}

## Referencing the Input Manager

```csharp
//Add this namespace to the top of the script to reference the adventure kit
using AdventurePuzzleKit;
```

```csharp
//All the default key inputs you can use, more can be added for your own purposes!
public KeyCode pickupKey;
public KeyCode openInventoryKey;
public KeyCode padlockCloseKey;
public KeyCode triggerInteractKey;
public KeyCode equipMaskKey;
public KeyCode replaceFilterKey;
public KeyCode closeNoteKey;
public KeyCode reverseNoteKey;
public KeyCode interactKey;
public KeyCode rotateKey;
public KeyCode dropKey;
public KeyCode flashlightSwitch;
public KeyCode reloadBattery;
```

```csharp
//As an example, see below - You can use instance.KeyName based on the list above
AKInputManager.instance.equipMaskKey
```

## Basic Input Manager Setup

{% hint style="info" %}
Set the inputs for each of the key types by selecting the dropdown box and choosing the appropriate key type for your usage!&#x20;
{% endhint %}

![](https://1990716438-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MB9gFa1PG62oL0UGY7U%2F-MCqtC6OYfcxWMaj6lTJ%2F-MCqulSyD2oWlHhFEGKD%2FInputManager.jpg?alt=media\&token=8a4b8009-15ab-4ee2-b48c-bb58ddd78691)
