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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/unity/unity-input-system/SKILL.md

unity-input-system

Skill105 starsChanged 8 months agoMITView on GitHub

Implement Unity input with explicit action maps, device support, and UI/gameplay separation.

2 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    test device switching and focus behavior

    line 28
  2. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  3. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity Input System

Purpose

Implement Unity input with explicit action maps, device support, and UI/gameplay separation.

Use When

  • using Unity Input System or equivalent
  • multiple devices are supported
  • rebinds or accessibility are required

Inputs

  • action list
  • supported devices
  • UI flow
  • accessibility requirements

Process

  1. define actions and maps by intent
  2. coordinate gameplay, UI, pause, and overlay contexts
  3. support rebinding and persistence where needed
  4. test device switching and focus behavior
  5. document platform-specific caveats

Outputs

  • input action model
  • context rules
  • rebind requirements
  • test scenarios

Quality Bar

  • respects Unity lifecycle, serialization, and content authoring realities
  • keeps editor/runtime/test boundaries clean
  • prevents scene, prefab, and package complexity from becoming hidden architecture

Common Failure Modes

  • inspector wiring being the only source of truth
  • overusing MonoBehaviours or scene setup as architecture
  • package or scene drift reaching release without review

Related Agents

  • unity-reviewer
  • ui-programmer
  • accessibility-reviewer

Related Commands

  • unity-review
  • ui-flow-review
  • verify

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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