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 makifbaysal/tasktrooper --skill game-input-and-accessibilitygit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/game-input-and-accessibility)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-input-and-accessibility"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-input-and-accessibility/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/makifbaysal/tasktrooper/game-input-and-accessibility"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-input-and-accessibility.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00059 | $0.01438 |
| Opus 5.5 | $0.00024 | $0.00575 |
| Sonnet 5.5 | $0.00012 | $0.00288 |
| Haiku 4.5 | $0.00006 | $0.00144 |
Grade A, and why
game-input-and-accessibility 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 4d 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 — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Input and Accessibility
Overview
Players use keyboards, mice, gamepads, touch screens and adaptive controllers, with different hands, eyes and ears. Code that reads KeyCode.Space directly cannot be rebound, cannot be driven by a gamepad without a second branch, and cannot be tested without a keyboard. Gameplay reads named actions; devices map to actions in one place.
Core principle: Gameplay never sees a key code. Every action is rebindable, every essential cue reaches the player through more than one sense, and motion and flashing can be turned down.
Actions, per engine
// ❌ Unity legacy, device-bound, unrebindable
if (Input.GetKeyDown(KeyCode.Space)) Jump();
// ✅ Unity Input System action (from the .inputactions asset or its generated class)
[SerializeField] InputActionReference jump;
void OnEnable() { jump.action.performed += OnJump; jump.action.Enable(); }
void OnDisable() { jump.action.performed -= OnJump; }
void OnJump(InputAction.CallbackContext _) => _intents.Jump();
# Godot: actions from the InputMap, never physical keys in gameplay
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("jump"):
intents.jump()
// Unreal Enhanced Input
void AHeroCharacter::SetupPlayerInputComponent(UInputComponent* Input) {
auto* EIC = CastChecked<UEnhancedInputComponent>(Input);
EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &AHeroCharacter::OnJump);
EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AHeroCharacter::OnMove);
}
// The mapping context is added through UEnhancedInputLocalPlayerSubsystem::AddMappingContext.
// Web: map KeyboardEvent.code (layout-independent position) to actions; poll gamepads each frame
const bindings: Record<string, Action> = { Space: "jump", KeyW: "up", ArrowUp: "up" };
window.addEventListener("keydown", (e) => { const a = bindings[e.code]; if (a) input.press(a); });
// in the loop: for (const pad of navigator.getGamepads()) if (pad?.buttons[0].pressed) input.press("jump");
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.
- 4d ago First seen · 109 lines · 59 tokens per session scan A 5091742152cc
game-input-and-accessibility is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 59 tokens to every session and 1,438 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-10-09.
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