> 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/setting-up-the-default-inputs.md).

# Setting Up the Default Inputs

The first thing to do is to create a setup script which will run once *before* any of your other scripts try to get input from cInput. Note that this setup script only needs to run once, so if you put it in the first scene the player will see (e.g., a splash screen or loading screen) then you don't need to include it in any other scenes. cInput will persist when changing scenes.

It is considered best practice to call [`Init()`](/cinput-reference-manual/script-reference/methods/init.md) in your `Awake()` function to allow cInput to instantiate a `GameObject` and load any customized settings. After that, you can define all of your default settings in the `Start()` (or other) function, starting with defining `actions` with [`SetKey()`](/cinput-reference-manual/script-reference/methods/setkey.md) followed by any `axes` with [`SetAxis()`](/cinput-reference-manual/script-reference/methods/setaxis.md), similar to what's shown below:

More details on how to use [`SetKey()`](/cinput-reference-manual/script-reference/methods/setkey.md) or [`SetAxis()`](/cinput-reference-manual/script-reference/methods/setaxis.md) can be found in the [Script Reference](/cinput-reference-manual/script-reference.md).

> **Remember: An** `axis` **cannot be defined until&#x20;*****after*****&#x20;its** `actions` **have been defined.**

For a full list of acceptable inputs (as strings) see the [Valid Inputs](/cinput-reference-manual/script-reference/valid-inputs.md) section. Additionally, you can use [the included `Keys` class](/cinput-reference-manual/using-cinput/setting-up-the-default-inputs/the-keys-class.md) to let autocomplete help you type in the correct keys. Many of the examples in this documentation take advantage of the `Keys` class.
