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Agent Skill · 研究检索

unity-input(Unity input 搜索)

unity-input 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

unity-input 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 63,725。

总安装 312周安装 13GitHub Stars 14下载 104核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
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unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:unity-input(Unity input 搜索)
来源仓库:https://github.com/nice-wolf-studio/unity-claude-skills
仓库路径:skills/unity-input
安装命令:
npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-input
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-input

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于 Unity Input 相关信息的查找、检索和筛选,适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位输入处理资料。适用于需要根据关键词或任务场景定位候选结果时使用。通过 npx skills add 命令从 GitHub 仓库安装并使用。

安装前建议确认权限范围和维护状态,避免触发不必要的联网或文件操作。unity-input 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/unity-input

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill u…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

unity-input 怎么安装?

在终端执行 npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-input。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

unity-input 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

unity-input 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

unity-input 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

unity-input 用的人多吗?

公开数据是累计安装 312 次,近一周安装 13 次,下载 104 次,GitHub 14 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

unity-input 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
unity-input

Unity input 搜索 · 本页

31214需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Unity Input System

Input System Overview: New vs Legacy

Unity provides two input systems:

FeatureNew Input System (Recommended)Legacy Input Manager
Packagecom.unity.inputsystem (v1.19.0 for Unity 6.3)Built-in (UnityEngine.Input)
ArchitectureAction-based, event-drivenPolling-based
Device SupportGamepad, keyboard, mouse, touch, XR, customKeyboard, mouse, joystick
MultiplayerBuilt-in local multiplayer via PlayerInputManual implementation
RebindingRuntime rebinding supportNot supported
Cross-platformControl Schemes per device typeManual per-platform code

The new Input System is a package installed via Package Manager. It replaces the legacy Input.GetKey/Input.GetAxis API with an action-based model that separates input purpose from device controls.

Namespace: UnityEngine.InputSystem

Quick Start Setup

1. Install the Package

Install via Window > Package Manager > Unity Registry > Input System.

2. Create Default Project-Wide Actions

Go to Edit > Project Settings > Input System Package > Input Actions and click "Create and assign a default project-wide Action Asset".

This creates default Action Maps:

  • Player: Move, Look, Jump, Attack
  • UI: Navigate, Submit, Cancel

Each action includes bindings for keyboard, gamepad, XR controllers, and touchscreen.

3. Read Input in a Script

using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerController : MonoBehaviour
{
    InputAction moveAction;
    InputAction jumpAction;

    void Start()
    {
        moveAction = InputSystem.actions.FindAction("Move");
        jumpAction = InputSystem.actions.FindAction("Jump");
    }

    void Update()
    {
        Vector2 moveValue = moveAction.ReadValue<Vector2>();
        transform.Translate(new Vector3(moveValue.x, 0, moveValue.y) * Time.deltaTime * 5f);

        if (jumpAction.IsPressed())
        {
            // Jump logic
        }
    }
}

When multiple actions share names across maps, specify both: "Player/Move".

Input Actions and Action Maps

Core Concepts

  • InputAction: A named action that returns control values or triggers callbacks
  • InputActionMap: A named collection of related actions (e.g., "Player", "UI", "Vehicle")
  • InputBinding: Relationship between an action and a device control
  • InputSystem.actions: Reference to project-wide actions

Creating Actions

Method 1 — Input Actions Editor (Recommended): Configure via Project Settings > Input System Package.

Method 2 — MonoBehaviour fields: Declare InputAction fields directly in scripts (configurable in Inspector).

Method 3 — Code:

var moveAction = new InputAction("Move", InputActionType.Value);
moveAction.AddCompositeBinding("Dpad")
    .With("Up", "<Keyboard>/w").With("Down", "<Keyboard>/s")
    .With("Left", "<Keyboard>/a").With("Right", "<Keyboard>/d");
moveAction.Enable();

Method 4 — JSON: var map = InputActionMap.FromJson(jsonString);

Action Lifecycle

Actions begin disabled. You must call .Enable() before they respond to input. You cannot modify bindings while enabled; call .Disable() first.

Input Action Assets (.inputactions)

These are JSON files storing actions, bindings, and control schemes. Create via Assets > Create > Input Actions.

Auto-generated C# class: Enable "Generate C# Class" in the asset's importer to get type-safe access:

public class MyPlayerScript : MonoBehaviour, IGameplayActions
{
    MyPlayerControls controls;

    public void OnEnable()
    {
        controls = new MyPlayerControls();
        controls.gameplay.SetCallbacks(this);
        controls.gameplay.Enable();
    }

    public void OnDisable()
    {
        controls.gameplay.Disable();
    }

    public void OnMove(InputAction.CallbackContext context)
    {
        Vector2 move = context.ReadValue<Vector2>();
        // Handle movement
    }
}

PlayerInput Component

The PlayerInput component maps Input Actions to script methods and handles local multiplayer with device filtering and screen-splitting.

Setup

  1. Add PlayerInput component to your player GameObject
  2. Assign your Action Asset to the Actions field
  3. Select a Default Action Map
  4. Choose a Behavior notification type

Behavior Options

BehaviorMechanismBest For
Send MessagesGameObject.SendMessage()Simple prototyping
Broadcast MessagesBroadcastMessage() down hierarchyComponent hierarchies
Invoke Unity EventsInspector-configured event routingDesigner-friendly wiring
Invoke C# EventsonActionTriggered, onDeviceLost, onDeviceRegainedProgrammer control

Send Messages Pattern

public class PlayerActions : MonoBehaviour
{
    public void OnJump()
    {
        // Called when Jump action triggers (no parameters)
    }

    public void OnMove(InputValue value)
    {
        Vector2 v = value.Get<Vector2>();
        // InputValue is only valid during this callback
    }
}

Unity Events Pattern

public void OnFire(InputAction.CallbackContext context)
{
    if (context.performed)
    {
        // Fire logic
    }
}

Managing PlayerInput

PlayerInput playerInput = GetComponent<PlayerInput>();
playerInput.DeactivateInput();                      // Disable all input
playerInput.ActivateInput();                         // Re-enable with default map
playerInput.SwitchCurrentActionMap("Vehicle");       // Switch action map

Reading Input in Code

Polling (in Update)

// 2D movement axis
Vector2 move = moveAction.ReadValue<Vector2>();

// Button state
if (jumpAction.IsPressed()) { /* held down */ }
if (jumpAction.WasPressedThisFrame()) { /* just pressed */ }
if (jumpAction.WasReleasedThisFrame()) { /* just released */ }

Callbacks (Event-Driven)

void OnEnable()
{
    fireAction.started += OnFireStarted;
    fireAction.performed += OnFirePerformed;
    fireAction.canceled += OnFireCanceled;
    fireAction.Enable();
}

void OnDisable()
{
    fireAction.started -= OnFireStarted;
    fireAction.performed -= OnFirePerformed;
    fireAction.canceled -= OnFireCanceled;
    fireAction.Disable();
}

void OnFireStarted(InputAction.CallbackContext ctx) { /* Input began */ }
void OnFirePerformed(InputAction.CallbackContext ctx) { /* Completed */ }
void OnFireCanceled(InputAction.CallbackContext ctx) { /* Interrupted */ }

Gamepad / Keyboard / Mouse / Touch

Gamepad

using UnityEngine.InputSystem;

// Current gamepad (null if none connected)
var gp = Gamepad.current;
if (gp == null) return;

Vector2 leftStick = gp.leftStick.ReadValue();
bool southPressed = gp.buttonSouth.isPressed;

// Access by enum
gp[GamepadButton.LeftShoulder].isPressed;
gp[GamepadButton.Y].isPressed;          // Xbox style
gp[GamepadButton.Triangle].isPressed;   // PlayStation style

// Rumble / Haptics
gp.SetMotorSpeeds(0.25f, 0.75f); // low-frequency, high-frequency
gp.ResetHaptics();

// Global haptics control
InputSystem.PauseHaptics();
InputSystem.ResumeHaptics();
InputSystem.ResetHaptics();

Supported gamepads: DualShock 3/4, DualSense, Xbox (XInput/Bluetooth), Switch Pro. Generic HID gamepads appear as generic joysticks, not Gamepad devices.

Keyboard and Mouse

var kb = Keyboard.current;
if (kb.spaceKey.wasPressedThisFrame) { /* space pressed */ }

var mouse = Mouse.current;
Vector2 mousePos = mouse.position.ReadValue();
float scroll = mouse.scroll.ReadValue().y;
bool leftClick = mouse.leftButton.isPressed;

Touch

Two API levels:

Low-level — Touchscreen device:

var ts = Touchscreen.current;
if (ts.primaryTouch.press.isPressed)
{
    Vector2 pos = ts.primaryTouch.position.ReadValue();
}

High-level — EnhancedTouch API:

using UnityEngine.InputSystem.EnhancedTouch;

void OnEnable() => EnhancedTouchSupport.Enable();
void OnDisable() => EnhancedTouchSupport.Disable();

void Update()
{
    foreach (var touch in Touch.activeTouches)
    {
        Debug.Log($"{touch.touchId}: {touch.screenPosition}, {touch.phase}");
    }
}

Touch phases: Began, Moved, Stationary, Ended, Cancelled.

Multi-touch with Actions: Bind <Touchscreen>/touch*/press and set action type to PassThrough to receive callbacks per touch.

Touch simulation: Enable via TouchSimulation.Enable() to simulate touch from mouse/pen during development.

Device Discovery

// Monitor device connections
InputSystem.onDeviceChange += (device, change) =>
{
    if (change == InputDeviceChange.Added)
        Debug.Log($"Device connected: {device.displayName}");
};

Interactions and Processors

Interactions define input patterns that drive action phases.

Interaction Phases

PhaseMeaning
WaitingAwaiting input
StartedInput received, not yet complete
PerformedInteraction complete — primary response trigger
CanceledInteraction interrupted

Built-in Interactions

InteractionDescriptionKey Parameters
DefaultAuto-applied; behavior varies by action type—
PressExplicit button press behaviorpressPoint, behavior (PressOnly/ReleaseOnly/PressAndRelease)
HoldSustained press for minimum durationduration, pressPoint
TapQuick press-and-releaseduration, pressPoint
SlowTapHold then releaseduration, pressPoint
MultiTapRepeated tap sequencestapTime, tapDelay, tapCount, pressPoint

Adding Interactions via Code

var action = new InputAction("fire");
action.AddBinding("<Gamepad>/buttonSouth")
    .WithInteractions("tap(duration=0.8)");

Tap vs Hold Example (Fire vs Charge)

var fireAction = new InputAction("fire");
fireAction.AddBinding("<Gamepad>/buttonSouth").WithInteractions("tap,slowTap");
fireAction.started += ctx => { if (ctx.interaction is SlowTapInteraction) ShowChargingUI(); };
fireAction.performed += ctx => {
    if (ctx.interaction is SlowTapInteraction) ChargedFire(); else Fire();
};
fireAction.canceled += _ => HideChargingUI();
fireAction.Enable();

Custom Interaction

Implement IInputInteraction, then register: InputSystem.RegisterInteraction<T>(). See references/input-system-api.md for full example.

Common Patterns

Action Map Switching (e.g., Gameplay vs UI)

public class GameStateManager : MonoBehaviour
{
    PlayerInput playerInput;

    void Start() => playerInput = GetComponent<PlayerInput>();

    public void EnterMenu() => playerInput.SwitchCurrentActionMap("UI");
    public void ExitMenu() => playerInput.SwitchCurrentActionMap("Player");
}

Runtime Rebinding

var rebindOp = action.PerformInteractiveRebinding()
    .WithControlsExcluding("Mouse")
    .OnMatchWaitForAnother(0.1f)
    .OnComplete(op =>
    {
        Debug.Log($"Rebound to: {op.action.bindings[0].effectivePath}");
        op.Dispose();
    })
    .Start();

Multiple Bindings for Same Action (WASD + Arrows)

var moveAction = new InputAction("Move", InputActionType.Value);
moveAction.AddCompositeBinding("2DVector")
    .With("Up", "<Keyboard>/w").With("Down", "<Keyboard>/s")
    .With("Left", "<Keyboard>/a").With("Right", "<Keyboard>/d");
moveAction.AddCompositeBinding("2DVector")
    .With("Up", "<Keyboard>/upArrow").With("Down", "<Keyboard>/downArrow")
    .With("Left", "<Keyboard>/leftArrow").With("Right", "<Keyboard>/rightArrow");

Anti-Patterns

Anti-PatternProblemCorrect Approach
Using Input.GetKey() (legacy)Not compatible with new Input System; no rebinding, no multi-deviceUse InputAction with bindings
Reading actions without .Enable()Actions start disabled and return no valuesAlways call action.Enable() in OnEnable()
Forgetting .Disable() on cleanupMemory leaks and ghost callbacksCall action.Disable() in OnDisable()
Modifying bindings while action is enabledThrows exceptionCall .Disable() before modifying, then .Enable()
Hardcoding device paths in gameplay codeBreaks cross-platform supportUse Actions + Control Schemes instead
Using InputValue outside its callbackValue is only valid during the callback frameCopy the value to a field immediately
Accessing Gamepad.current without null checkCrashes if no gamepad connectedAlways check if (Gamepad.current == null) return;
Not unsubscribing from action callbacksCauses errors on scene reloadUnsubscribe in OnDisable()
Using SendMessages behavior in productionPerformance overhead from reflectionUse Invoke Unity Events or Invoke C# Events
Polling EnhancedTouch without enabling itReturns empty collectionsCall EnhancedTouchSupport.Enable() first

Key API Quick Reference

APIPurpose
InputSystem.actionsProject-wide actions
InputSystem.actions.FindAction("name")Find action by name
action.ReadValue<T>()Read current value
action.IsPressed()Button held check
action.WasPressedThisFrame()Button just pressed
action.WasReleasedThisFrame()Button just released
action.Enable() / action.Disable()Activate/deactivate
action.started / performed / canceledCallback events
action.AddBinding("path")Add binding in code
action.AddCompositeBinding("type")Add composite (Dpad, 2DVector)
.WithInteractions("tap(duration=0.5)")Add interaction to binding
Gamepad.currentCurrent gamepad reference
Keyboard.current / Mouse.currentCurrent keyboard/mouse
Touchscreen.currentCurrent touchscreen
EnhancedTouchSupport.Enable()Enable enhanced touch API
Touch.activeTouchesAll active touches (enhanced)
InputSystem.onDeviceChangeDevice connection events
PlayerInput.SwitchCurrentActionMap()Change active action map
action.PerformInteractiveRebinding()Start runtime rebinding

Related Skills

  • unity-scripting — MonoBehaviour lifecycle, C# patterns
  • unity-ui — UI Toolkit input integration, InputSystemUIInputModule
  • unity-xr — XR controller input, tracked devices

Additional Resources

平台分布

Codex

35.05%
按下载量换算36

Claude

31.86%
按下载量换算33

Cursor

18.21%
按下载量换算19

Gemini CLI

10.09%
按下载量换算10

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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