Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/Bilal140202/the-lord-of-the-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/rules/bilal140202/the-lord-of-the-skills/unity-input)<a href="https://agentmods.dev/rules/bilal140202/the-lord-of-the-skills/unity-input"><img src="https://agentmods.dev/badge/rules/bilal140202/the-lord-of-the-skills/unity-input/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/rules/bilal140202/the-lord-of-the-skills/unity-input"><img src="https://agentmods.dev/badge/rules/bilal140202/the-lord-of-the-skills/unity-input.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00000 | $0.02953 |
| Opus 5 | $0.00000 | $0.01477 |
| Sonnet 5 | $0.00000 | $0.00591 |
| Haiku 4.5 | $0.00000 | $0.00295 |
Grade A, and why
unity-input scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to unity-input — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 565 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Input System Rules
Note: All private fields in the examples use camelCase names with a leading underscore, following common Microsoft C# naming conventions for fields.[web:17]
REQUIRED: New Input System
⚠️ Legacy Input System is FORBIDDEN for new projects
Package installation
Package Manager → Input System → Install
In Project Settings → Player → Active Input Handling:
- Select "Input System Package (New)"
Input Actions Asset
Creating Input Actions
// ✅ DO: Create an Input Actions Asset
// Assets → Create → Input Actions
Input Actions structure
PlayerInputActions
├── Gameplay
│ ├── Move (Value, Vector2)
│ ├── Look (Value, Vector2)
│ ├── Jump (Button)
│ ├── Fire (Button)
│ └── Interact (Button)
├── UI
│ ├── Navigate (Value, Vector2)
│ ├── Submit (Button)
│ └── Cancel (Button)
└── Menu
├── Pause (Button)
└── OpenInventory (Button)
PlayerInput Component Approach
Automatic wiring via PlayerInput
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Handles player input via the PlayerInput component.
/// </summary>
public class PlayerInputHandler : MonoBehaviour
{
[Header("References")]
[SerializeField] private PlayerInput _playerInput;
private Vector2 _moveInput;
private Vector2 _lookInput;
private bool _jumpPressed;
private void Awake()
{
if (_playerInput == null)
{
_playerInput = GetComponent<PlayerInput>();
if (_playerInput == null)
{
Debug.LogError("PlayerInput component is missing on PlayerInputHandler.");
enabled = false;
}
}
}
// ✅ DO: Use message methods (automatically called by PlayerInput)
// NOTE: Prefer InputAction.CallbackContext over InputValue
public void OnMove(InputAction.CallbackContext context)
{
_moveInput = context.ReadValue<Vector2>();
}
public void OnLook(InputAction.CallbackContext context)
{
_lookInput = context.ReadValue<Vector2>();
}
public void OnJump(InputAction.CallbackContext context)
{
_jumpPressed = context.ReadValueAsButton();
if (_jumpPressed)
{
PerformJump();
}
}
public void OnFire(InputAction.CallbackContext context)
{
if (context.performed)
{
PerformFire();
}
}
private void Update()
{
// Use cached values for continuous input
ProcessMovement(_moveInput);
ProcessLook(_lookInput);
// Example: reset one-frame jump flag if it is meant to be transient
_jumpPressed = false;
}
private void ProcessMovement(Vector2 input)
{
// Movement logic
}
private void ProcessLook(Vector2 input)
{
// Look logic
}
private void PerformJump()
{
// Jump logic
}
private void PerformFire()
{
// Fire logic
}
}
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 565 lines · 0 tokens per session scan A d85da18ff37e
unity-input is a cursor rule published in the GitHub repository Bilal140202/the-lord-of-the-skills (4 stars, last pushed 6d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,953 tokens. A static security scan graded it A with 0 findings. It is 100% identical to unity-input, differing in 0 lines, and is treated as a copy.
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