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.
npx agentmods add rules/common-ka/ai-agent-unity-rules/unity-inputgit clone --depth 1 https://github.com/Common-ka/ai-agent-unity-rulesWhat 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 | $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 yesterday.
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.
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.
- yesterday First seen · 565 lines · 0 tokens per session scan A d85da18ff37e
unity-input is a cursor rule published in the GitHub repository Common-ka/ai-agent-unity-rules (39 stars, last pushed 8mo 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other cursor rules, from other repositories
component-development
Modern React + TypeScript component patterns — hooks, typed props, performance optimization, forms, and testing.
webdriver-management
Selenium WebDriver lifecycle management — driver factory, explicit waits, browser options, and teardown.
api-testing
Cypress network interception and API testing patterns (cy.intercept, service mocking, request/response validation).
app-router-patterns
Next.js 14+ App Router patterns — Server Components, Client Components, Route Handlers, Server Actions, and metadata API.
page-object-patterns
Page Object Model patterns for Selenium — BasePage, component objects, and fluent interfaces.
test-patterns
Selenium pytest test patterns — data-driven tests, fixtures, error handling, and performance checks.