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/thearcforge/hades/unity-inputnpx skills add TheArcForge/Hades --skill unity-inputgit clone --depth 1 https://github.com/TheArcForge/HadesWhat 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 | $0.00031 | $0.05363 |
| Opus 5 | $0.00015 | $0.02681 |
| Sonnet 5 | $0.00006 | $0.01073 |
| Haiku 4.5 | $0.00003 | $0.00536 |
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.
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:
-
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'sPlayerInputcomponent, and on which prefabs - Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "Input", edgeTargetKind: "Class")— surfaces legacyInput.GetKey/Input.GetAxisusage; note how widespread it is before recommending a migration
- Call
-
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
- Call
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 · 689 lines · 31 tokens per session scan A 2a876d34ea88
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.
Other skills, from other repositories
unity-reviewer
Use after implementation to review code changes for Unity anti-patterns, performance issues, and correctness problems. Also use when superpowers:requesting-code-review is active to provide Unity-specific review criteria.
component-design
Use when you need detailed decision frameworks for MonoBehaviour composition, inter-component communication, single responsibility, and execution order.
data-modeling
Use when you need detailed decision frameworks for ScriptableObject patterns, runtime data management, serialization strategies, and data-driven architecture.
prefab-architecture
Use when you need detailed decision frameworks for prefab vs variant vs ScriptableObject, nested prefab design, override strategies, and prefab editing workflows.
scene-architecture
Use when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers.
unity-architect
Use when making Unity architecture decisions — system design, scope analysis, feature planning. Covers prefab strategy, scene structure, component design, data modeling, and performance considerations.