unity-input-system

unity-input-system is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 83 tokens per session (1,490 once invoked), scanned A, original, Apache-2.0.

Guidance for connecting Unity 6.3 LTS games to the Input System, Unity's newer way to handle keyboard, gamepad, touch, and other controls.

In plain words
What is it for?
Use it to create input-action assets, define action maps and control schemes, configure PlayerInput, and read movement, jump, or fire values.
Why use it?
It provides a consistent, rebindable setup for player actions and explains when to use the newer system instead of Unity's older input methods.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 8 skills shipped together , and of gamedev

Good fit Use it to create input-action assets, define action maps and control schemes, configure PlayerInput, and read movement, jump, or fire values.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unity-input-system
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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 8 skills.

Wrote 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.

agentmods badge for unity-input-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-input-system/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-input-system)
Your own site
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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.

agentmods 80×15 button for unity-input-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-input-system"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-input-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 83 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,490 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00083 $0.01490
Opus 5 $0.00042 $0.00745
Sonnet 5 $0.00017 $0.00298
Haiku 4.5 $0.00008 $0.00149

Measured 12d ago against content hash e24e667db006, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unity-input-system 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 12d 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.

skills/unity/unity-input-system/SKILL.md · 140 lines

How it starts

The opening of the file, as written. The whole thing — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Input System (new)

Read input through Unity's Input System package (com.unity.inputsystem, 1.x) — action-based, device-agnostic, rebindable. Targets Unity 6.3 LTS. This is the modern replacement for the legacy Input.GetAxis/Input.GetKey Input Manager.

When to use

  • Use when setting up movement/jump/fire input, defining an .inputactions asset with action maps and control schemes, wiring a PlayerInput component, reading a Vector2 stick/WASD value, or handling gamepad + keyboard + touch from one set of actions.
  • Use when Packages/manifest.json contains com.unity.inputsystem or the project has an *.inputactions asset.

When not to use: rebindable-control architecture across engines → input-systems (this skill is the Unity-specific API). Moving the character once you have the input vector → unity-physics / unity-csharp-scripting.

Core workflow

  1. Check Active Input Handling (Project Settings → Player). The package only receives input when this is Input System Package (New) or Both. Both is required if any old Input.GetAxis code remains.
  2. Create an .inputactions asset. Add an action map (e.g. Gameplay), add actions (Move = Value/Vector2, Jump = Button, Fire = Button), and bind them to controls and composite bindings (WASD = 2D Vector composite).
  3. Choose how to read it:
    • PlayerInput component (designer-friendly) — drop it on the player, point it at the asset, pick a Behavior (Send Messages / Broadcast / Invoke Unity Events / Invoke C# Events). Best for single/local-coop players.
    • Direct in code (InputActionReference / InputActionAsset) — most control; you Enable() actions and read them. Best for systems and tools.
  4. Enable the actions/maps you read. PlayerInput enables its default map automatically; actions you reference yourself must be .Enable()d (and disabled on teardown).
  5. Switch action maps for context (gameplay ↔ UI/menu) instead of guarding every handler.
  6. Verify with the Input Debugger (Window → Analysis → Input Debugger) to confirm devices and that actions fire.

Read the full file on GitHub · 140 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 12d ago First seen · 140 lines · 83 tokens per session scan A e24e667db006

Subscribe to this mod's changes

unity-input-system is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (929 stars, last pushed yesterday), licensed Apache-2.0. It adds 83 tokens to every session and 1,490 once invoked, about $0.0004 per session on Opus 5. 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.

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