unity-input

A set of rules for handling player and menu controls in Unity with the newer Input System, which maps actions such as moving, jumping, firing, navigating, and pausing.

In plain words
What is it for?
Use it when creating or wiring player, UI, and menu controls in Unity. It covers Input Actions assets, the PlayerInput component, required project settings, naming, and example input handlers.
Why use it?
It keeps input definitions in named action assets and prevents new code from relying on Unity’s older input system, making controls more consistent across game features.

Cursor rule for Cursor

Install

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.

agentmods
npx agentmods add rules/common-ka/ai-agent-unity-rules/unity-input
Clone the repo
git clone --depth 1 https://github.com/Common-ka/ai-agent-unity-rules

Made for: Cursor.

Per session 0 Nothing until a file matches its globs; then the whole rule loads.
When invoked 2,953 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured yesterday against content hash d85da18ff37e, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

.cursor/rules/unity-input.mdc · 565 lines

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
    }
}

Read the full file on GitHub · 565 lines

Changes

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.

  1. yesterday First seen · 565 lines · 0 tokens per session scan A d85da18ff37e

Subscribe to this mod's changes

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.