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 skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-systemgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-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/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-input-system)<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/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/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>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00083 | $0.01490 |
| Opus 5 | $0.00042 | $0.00745 |
| Sonnet 5 | $0.00017 | $0.00298 |
| Haiku 4.5 | $0.00008 | $0.00149 |
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.
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
.inputactionsasset with action maps and control schemes, wiring aPlayerInputcomponent, reading aVector2stick/WASD value, or handling gamepad + keyboard + touch from one set of actions. - Use when
Packages/manifest.jsoncontainscom.unity.inputsystemor the project has an*.inputactionsasset.
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
- Check Active Input Handling (Project Settings → Player). The package only receives
input when this is
Input System Package (New)orBoth.Bothis required if any oldInput.GetAxiscode remains. - Create an
.inputactionsasset. 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). - Choose how to read it:
PlayerInputcomponent (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; youEnable()actions and read them. Best for systems and tools.
- Enable the actions/maps you read.
PlayerInputenables its default map automatically; actions you reference yourself must be.Enable()d (and disabled on teardown). - Switch action maps for context (gameplay ↔ UI/menu) instead of guarding every handler.
- Verify with the Input Debugger (Window → Analysis → Input Debugger) to confirm devices and that actions fire.
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.
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.
- 12d ago First seen · 140 lines · 83 tokens per session scan A e24e667db006
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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unity-version-split
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profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.