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-input-correctnessnpx skills add IdoCohen560/claude-unity-game-studio --skill unity-input-correctnessgit 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-correctness)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-input-correctness"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-input-correctness.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 5.1 | $0.00085 | $0.03330 |
| Opus 5 | $0.00043 | $0.01665 |
| Sonnet 5 | $0.00017 | $0.00666 |
| Haiku 4.5 | $0.00009 | $0.00333 |
Grade A, and why
unity-input-correctness 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 2d 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.
This is a copy
100% identical to unity-input-correctness — 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 — 383 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Input System (New) -- Correctness Patterns
Prerequisite skills:
unity-input(Input System API, actions, bindings, PlayerInput component)
These patterns target the most common Input System bugs: wrong reading method for the action type, mixing old/new APIs, losing rebindings, and mishandling multiplayer device assignment.
PATTERN: Reading Input -- triggered vs IsPressed vs WasPressedThisFrame
WHEN: Reading button/action state at runtime
WRONG (Claude default):
// Using .triggered for continuous input (only fires once per press)
if (fireAction.triggered)
rb.AddForce(Vector3.forward * force); // Only fires one frame, not while held
// Using .IsPressed() for one-shot actions (fires every frame while held)
if (jumpAction.IsPressed())
Jump(); // Jumps every frame the button is held!
RIGHT:
// One-shot actions (jump, interact, fire single bullet):
if (jumpAction.WasPressedThisFrame()) // True for exactly ONE frame
Jump();
// Or use .triggered (same as WasPressedThisFrame for Button actions with default interaction)
if (jumpAction.triggered)
Jump();
// Continuous actions (sprint, aim, hold to charge):
if (sprintAction.IsPressed()) // True every frame while held
moveSpeed = sprintSpeed;
// Value reading (stick, mouse delta):
Vector2 moveInput = moveAction.ReadValue<Vector2>(); // Continuous value
GOTCHA: .triggered respects Interactions (Hold, Tap, etc.) -- it fires when the interaction completes. .WasPressedThisFrame() fires on raw press regardless of interactions. .IsPressed() returns true every frame while actuated above the press threshold. For Button type actions without interactions, .triggered == .WasPressedThisFrame(). For Value type actions, .triggered fires when the value changes from zero to non-zero.
PATTERN: Action Map Switching
WHEN: Switching between action maps (e.g., Gameplay -> UI -> Vehicle)
WRONG (Claude default):
// Forgetting that SwitchCurrentActionMap disables the previous map
playerInput.SwitchCurrentActionMap("UI");
// All "Gameplay" actions are now DISABLED -- callbacks won't fire
// If you cached Gameplay actions, they silently stop working
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.
- 2d ago First seen · 383 lines · 85 tokens per session scan A a9d6d8109cbf
unity-input-correctness is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 85 tokens to every session and 3,330 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-input-correctness, differing in 0 lines, and is treated as a copy.
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