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 TabooHarmony/roblox-brain --skill roblox-inputgit clone --depth 1 https://github.com/TabooHarmony/roblox-brainWrote 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/tabooharmony/roblox-brain/roblox-input)<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-input"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-input/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/tabooharmony/roblox-brain/roblox-input"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-input.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 | $0.00026 | $0.00689 |
| Opus 5 | $0.00013 | $0.00345 |
| Sonnet 5 | $0.00005 | $0.00138 |
| Haiku 4.5 | $0.00003 | $0.00069 |
Grade A, and why
roblox-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 3d 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 — 58 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox Input
When to Load
Load for keyboard, mouse, gamepad, touch, motion, or cross-platform action binding. Client-side only. For simulation-affecting input in a Server Authority project, use the Input Action System rather than traditional input events.
Quick Reference
Core events (UserInputService): InputBegan, InputChanged, InputEnded fire as (input: InputObject, gameProcessedEvent: boolean). InputBegan does NOT fire for mouse wheel. Events only fire while the client window is focused.
Prefer ContextActionService over InputBegan for gameplay: free conflict resolution (chat won't steal H) and free mobile buttons:
local CAS = game:GetService("ContextActionService")
local function onAction(name, state, _input)
if name == "Jump" and state == Enum.UserInputState.Begin then
humanoid.Jump = true
end
end
CAS:BindAction("Jump", onAction, true,
Enum.KeyCode.Space, Enum.KeyCode.ButtonA)
BindAction(name, handler, createTouchButton, ...inputTypes). Handler returns ContextActionResult.Sink to consume, .Pass to fall through.
Server Authority: use InputAction/InputContext for inputs that affect the core simulation, store the input state where the synchronized simulation can read it, and process it through RunService:BindToSimulation() (requires Workspace.UseFixedSimulation enabled in Studio). ContextActionService remains appropriate for UI-only or classic-project actions.
Gamepad UI focus: separate gameplay bindings from menu selection. Set GuiService.SelectedObject, mark controls Selectable, and test nested/modal navigation.
Gamepad: use GetConnectedGamepads() and listen to connection changes.
Touch: use high-level gesture events or raw TouchStarted/TouchMoved/TouchEnded when tracking fingers.
Dragging: DragDetector (3D parts/models, physics-capable) and UIDragDetector (UI) make objects draggable with zero code; events DragStart/DragContinue/DragEnd.
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.
- 3d ago Changed · +4 lines f3a35090f389
- 9d ago First seen · 54 lines · 26 tokens per session scan A 00fe4472818f
roblox-input is a skill published in the GitHub repository TabooHarmony/roblox-brain (42 stars, last pushed 3d ago), licensed MIT. It adds 26 tokens to every session and 689 once invoked, about $0.0001 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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