> For the complete documentation index, see [llms.txt](https://cmonkeys.gitbook.io/cinput-reference-manual/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cmonkeys.gitbook.io/cinput-reference-manual/using-cinput/initial-setup.md).

# 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.
