unity-input-correctness

unity-input-correctness is a skill for Claude Code from Nice-Wolf-Studio/unity-claude-skills. It costs 85 tokens per session (3,330 once invoked), scanned A, original, MIT.

A guide to avoiding common mistakes in Unity’s newer Input System, which connects player controls such as keyboards, controllers, and touch input to game actions.

In plain words
What is it for?
Choosing the right way to read one-time and held actions, switching action maps, saving rebindings, handling input values, and assigning multiplayer devices and control schemes.
Why use it?
It helps prevent controls from firing at the wrong time, losing saved rebinding choices, or assigning devices incorrectly in local multiplayer.

Skill for Claude Code

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

Part of the unity plugin — 35 skills shipped together

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.

agentmods
npx agentmods add skills/nice-wolf-studio/unity-claude-skills/unity-input-correctness
Any agent
npx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-input-correctness
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 35 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-correctness

README.md
[![agentmods](https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-input-correctness.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-input-correctness)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-input-correctness"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-input-correctness.svg" alt="Measured on agentmods" height="20"></a>
Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,330 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00085 $0.03330
Opus 5 $0.00043 $0.01665
Sonnet 5 $0.00017 $0.00666
Haiku 4.5 $0.00009 $0.00333

Measured 6d ago against content hash a9d6d8109cbf, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

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 6d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/unity-input-correctness/SKILL.md · 383 lines

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

Read the full file on GitHub · 383 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. 6d ago First seen · 383 lines · 85 tokens per session scan A a9d6d8109cbf

Subscribe to this mod's changes

unity-input-correctness is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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