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 XeldarAlz/everything-claude-unity --skill input-systemgit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote 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/xeldaralz/everything-claude-unity/input-system)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/input-system"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/input-system/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/xeldaralz/everything-claude-unity/input-system"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/input-system.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 | $0.00030 | $0.02607 |
| Opus 5 | $0.00015 | $0.01303 |
| Sonnet 5 | $0.00006 | $0.00521 |
| Haiku 4.5 | $0.00003 | $0.00261 |
Grade A, and why
input-system 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 8d 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 — 462 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity New Input System
Input Action Asset Setup
Create an Input Action Asset: Assets > Create > Input Actions. This is the central configuration for all input bindings.
Action Map Structure
Organize actions into maps based on context:
PlayerControls.inputactions
|-- Player (gameplay)
| |-- Move (Value, Vector2)
| |-- Look (Value, Vector2)
| |-- Jump (Button)
| |-- Attack (Button)
| |-- Interact (Button)
|
|-- UI (menu navigation)
| |-- Navigate (Value, Vector2)
| |-- Submit (Button)
| |-- Cancel (Button)
|
|-- Menu (pause/settings)
|-- Pause (Button)
Action Types
- Button: Discrete press/release. Use for jump, attack, interact.
- Value: Continuous value. Use for movement, look, triggers.
- Pass-Through: Like Value but does not perform initial state check. Use for multi-device scenarios.
Generated C# Class Workflow
In the Input Action Asset inspector, check "Generate C# Class" and click Apply. This is the recommended approach.
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
{
private PlayerControls _controls;
private Vector2 _moveInput;
private void Awake()
{
_controls = new PlayerControls();
}
private void OnEnable()
{
_controls.Player.Enable();
_controls.Player.Move.performed += OnMove;
_controls.Player.Move.canceled += OnMove;
_controls.Player.Jump.performed += OnJump;
_controls.Player.Attack.performed += OnAttack;
}
private void OnDisable()
{
_controls.Player.Move.performed -= OnMove;
_controls.Player.Move.canceled -= OnMove;
_controls.Player.Jump.performed -= OnJump;
_controls.Player.Attack.performed -= OnAttack;
_controls.Player.Disable();
}
private void OnMove(InputAction.CallbackContext ctx)
{
_moveInput = ctx.ReadValue<Vector2>();
}
private void OnJump(InputAction.CallbackContext ctx)
{
// Jump logic
}
private void OnAttack(InputAction.CallbackContext ctx)
{
// Attack logic
}
private void Update()
{
transform.Translate(new Vector3(_moveInput.x, 0, _moveInput.y) * Time.deltaTime * 5f);
}
}
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.
- 8d ago First seen · 462 lines · 30 tokens per session scan A 1442de77ec09
input-system is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 30 tokens to every session and 2,607 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 2026-09-03.
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