# Initial Setup

Most of the setup is done for you if you import the `.unitypackage` file or import [cInput from the Asset Store](http://u3d.as/2NP). Nevertheless, cInput should only take--at most--the following number of steps to be ready for use in your project:

1. Use the `Edit -> Project Settings -> cInput -> Setup InputManager Asset` menu command in the Unity Editor to create an `InputManager.asset` file designed to work with cInput.
2. Place `cInput.cs` somewhere in your `Assets/Plugins` folder (or a subfolder of that directory) and it will automatically be accessible from your other scripts. *This step should happen automatically if you imported the* `.unitypackage` *file.*
3. cInput comes with some optional helper classes which can make it easier to do certain things, such as the `Keys` class which gives you autocomplete on key names. These should also go somewhere within the `Assets/Plugins` folder. *Again, this should happen automatically if you imported the* `.unitypackage` *file.*

That's it! You're now ready to start using cInput in your project.


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://cmonkeys.gitbook.io/cinput-reference-manual/using-cinput/initial-setup.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
