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 skills/idocohen560/claude-unity-game-studio/unity-inputnpx skills add IdoCohen560/claude-unity-game-studio --skill unity-inputgit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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/idocohen560/claude-unity-game-studio/unity-input)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-input"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-input.svg" alt="Measured on agentmods" 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 | $0.00069 | $0.03754 |
| Opus 5 | $0.00034 | $0.01877 |
| Sonnet 5 | $0.00014 | $0.00751 |
| Haiku 4.5 | $0.00007 | $0.00375 |
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.
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 — 468 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Input System
Input System Overview: New vs Legacy
Unity provides two input systems:
| Feature | New Input System (Recommended) | Legacy Input Manager |
|---|---|---|
| Package | com.unity.inputsystem (v1.19.0 for Unity 6.3) |
Built-in (UnityEngine.Input) |
| Architecture | Action-based, event-driven | Polling-based |
| Device Support | Gamepad, keyboard, mouse, touch, XR, custom | Keyboard, mouse, joystick |
| Multiplayer | Built-in local multiplayer via PlayerInput | Manual implementation |
| Rebinding | Runtime rebinding support | Not supported |
| Cross-platform | Control Schemes per device type | Manual per-platform code |
The new Input System is a package installed via Package Manager. It replaces the legacy Input.GetKey/Input.GetAxis API with an action-based model that separates input purpose from device controls.
Namespace: UnityEngine.InputSystem
Quick Start Setup
1. Install the Package
Install via Window > Package Manager > Unity Registry > Input System.
2. Create Default Project-Wide Actions
Go to Edit > Project Settings > Input System Package > Input Actions and click "Create and assign a default project-wide Action Asset".
This creates default Action Maps:
- Player: Move, Look, Jump, Attack
- UI: Navigate, Submit, Cancel
Each action includes bindings for keyboard, gamepad, XR controllers, and touchscreen.
3. Read Input in a Script
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
{
InputAction moveAction;
InputAction jumpAction;
void Start()
{
moveAction = InputSystem.actions.FindAction("Move");
jumpAction = InputSystem.actions.FindAction("Jump");
}
void Update()
{
Vector2 moveValue = moveAction.ReadValue<Vector2>();
transform.Translate(new Vector3(moveValue.x, 0, moveValue.y) * Time.deltaTime * 5f);
if (jumpAction.IsPressed())
{
// Jump logic
}
}
}
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.
- yesterday First seen · 468 lines · 69 tokens per session scan A 9d9791c2dfae
unity-input is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 69 tokens to every session and 3,754 once invoked, about $0.0003 per session on Opus 5. 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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