unity-input

A guide for handling player controls in Unity, including keyboards, mice, gamepads, and other devices. It covers Unity’s newer input system and ways to organize controls and support more than one player.

In plain words
What is it for?
Use it to set up action maps, support multiple devices, add key or button remapping that is saved, and build local multiplayer controls.
Why use it?
It helps avoid input code becoming tied to one device or scattered across gameplay scripts. It also guides choices such as checking controls every frame versus reacting when an input changes.

Skill for Claude CodeCodex

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/thearcforge/hades/unity-input
Any agent
npx skills add TheArcForge/Hades --skill unity-input
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code, Codex.

Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,363 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 $0.00031 $0.05363
Opus 5 $0.00015 $0.02681
Sonnet 5 $0.00006 $0.01073
Haiku 4.5 $0.00003 $0.00536

Measured 2d ago against content hash 2a876d34ea88, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 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.

ClaudeCodePlugin/skills/unity-input/SKILL.md · 689 lines

How it starts

The opening of the file, as written. The whole thing — 689 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Input Systems

Guidance for implementing input in Unity 6: new Input System vs legacy, action map organization, callback vs polling patterns, input abstraction for testability, runtime rebinding with persistence, and local multiplayer with PlayerInputManager.

When to Apply

Activate when the conversation involves:

  • Choosing between the new Input System package and the legacy Input Manager
  • Structuring Input Action Assets and their action maps
  • Deciding whether to use polling (checking each frame) vs callbacks (events on change)
  • Abstracting input so components do not depend on device-specific APIs
  • Implementing runtime key/button rebinding with UI and persistence
  • Setting up local multiplayer with split-screen or separate control schemes
  • Supporting multiple simultaneous devices (gamepad + keyboard/mouse)

Do NOT activate for UI layout of a rebinding screen, game feel tuning (deadzone curves, acceleration), or platform-specific store requirements — those go to hades:unity-ui, hades:unity-performance, or a platform-specific reference.

Project Context Check

Before making recommendations:

  1. Check existing input setup in the graph:

    • Call search_by_name("*.inputactions") — if an Input Action Asset exists, examine its action maps before recommending new ones; match the existing naming style
    • Call graph_query(edgeKind: "references", edgeTargetNamePattern: "PlayerInput", edgeTargetKind: "Class") — detects whether the project already uses the new Input System's PlayerInput component, and on which prefabs
    • Call graph_query(edgeKind: "references", edgeTargetNamePattern: "Input", edgeTargetKind: "Class") — surfaces legacy Input.GetKey/Input.GetAxis usage; note how widespread it is before recommending a migration
  2. Check team decisions in memory:

    • Call recall_memory("input system controls rebinding") to surface documented input decisions or control schemes
    • Check validation status — if a recalled decision shows warning, surface the conflict before proceeding

Read the full file on GitHub · 689 lines

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. 2d ago First seen · 689 lines · 31 tokens per session scan A 2a876d34ea88

Subscribe to this mod's changes

unity-input is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 6d ago), licensed MIT. It adds 31 tokens to every session and 5,363 once invoked, about $0.0002 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.