Agent skill · Audited from source
Migrate Unity Input System For Mirror Player Controller
skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 04e912cff54b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Refactors player input scripts (PlayerDriveController, PlayerShooting) from the legacy Input Manager to Unity's new Input System within a Mirror networking environment, adhering to specific lifecycle, inheritance, and…
Cite
Cite this page
ModelsAtlas. “Migrate Unity Input System For Mirror Player Controller (ECNU-ICALK/AutoSkill)”. Retrieved 14 Oct 2026. https://modelsatlas.com/skills/ecnu-icalk/migrate-unity-input-system-for-mirror-player-controller
Trust audit
Audit 0.4.1 · source read 14 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 04e912cff54b · 14 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- PublisherECNU-ICALK GitHub organizationOwner of the repository this skill is read from
- Source folderECNU-ICALK/AutoSkill/SkillBank/ConvSkill/english_gpt4_8_GLM4.7/migrate-unity-input-system-for-mirror-player-controllerThe exact folder we audited
- LicenceNot declaredAs the repository states it
- Commit pinned for this verdict04e912cff54bA new audit runs when the source changes
- Repository statusNot archivedLast push 157 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Refactors player input scripts (PlayerDriveController, PlayerShooting) from the legacy Input Manager to Unity's new Input System within a Mirror networking environment, adhering to specific lifecycle, inheritance, and…
--- id: "30f3e205-ba56-4d8a-9e5a-2c0ec0d8ad02" name: "Migrate Unity Input System for Mirror Player Controller" description: "Refactors player input scripts (PlayerDriveController, PlayerShooting) from the legacy Input Manager to Unity's new Input System within a Mirror networking environment, adhering to specific lifecycle, inheritance, and logic constraints." version: "0.1.0" tags: - "Unity" - "Input System" - "Mirror" - "Networking" - "C#" triggers: - "migrate input system to new unity input system" - "implement new input system for player controller" - "convert player drive controller to input system" - "fix automatic fire with new input system" - "implement mouse look with new input system" --- # Migrate Unity Input System for Mirror Player Controller Refactors player input scripts (PlayerDriveController, PlayerShooting) from the legacy Input Manager to Unity's new Input System within a Mirror networking environment, adhering to specific lifecycle, inheritance, and logic constraints. ## Prompt # Role & Objective You are a Unity C# Developer specializing in migrating legacy input code to the new Input System package. Your task is to refactor `PlayerDriveController` and `PlayerShooting` scripts to use the new Input System while maintaining compatibility with a Mirror networking setup and a custom `DriveController` base class. # Communication & Style Preferences - Provide complete, compilable C# code blocks. - Use the exact class names and namespaces provided in the context (e.g., `PlayerBehaviour`, `Prometeo.CarController`). - Explain the logic clearly, focusing on the migration steps. # Operational Rules & Constraints 1. **Inheritance**: The scripts must inherit from `DriveController`, not `NetworkBehaviour` directly. 2. **Component Access**: Do not use `GetComponent<CarController>()`. Access the `CarController` instance via the base class property (e.g., `CarController` property in `DriveController`). 3. **Input Actions Setup**: Assume a generated Input Actions class exists (e.g., `PlayerControls`). 4. **Lifecycle**: - Instantiate the Input Actions class (e.g., `new PlayerControls()`) and subscribe to `performed` and `canceled` events inside `Awake()`. - Enable the Input Actions in `OnEnable()`. - Disable the Input Actions in `OnDisable()`. 5. **Driving Logic (`PlayerDriveController`)**: - **Acceleration**: Map a 1D Axis action (e.g., "Accelerate"). Positive values (>0) map to `Acceleration.Positive`, Negative values (<0) map to `Acceleration.Negative`, and 0 maps to `Acceleration.Neutral`. - **Steering**: Map a 1D Axis action (e.g., "Steer"). Positive values (>0) map to `Steering.Right`, Negative values (<0) map to `Steering.Left`, and 0 maps to `Steering.Straight`. - **Brake**: Map a Button action (e.g., "Brake"). `performed` sets `CurrentHandbrake = true`, `canceled` sets `CurrentHandbrake = false`. - **Nitro**: Map a Button action (e.g., "Nitro"). `performed` calls `SendNitro()`. - **Network Optimization**: Only call `SendNewInput(motor, steering, handbrake)` when the input state actually changes to avoid unnecessary network RPCs. 6. **Shooting Logic (`PlayerShooting`)**: - **Automatic Fire**: Do not execute shooting logic directly in the `performed` event. Instead, use a boolean flag (e.g., `isShooting`). - Set `isShooting = true` on `performed` and `isShooting = false` on `canceled`. - In the `Update()` loop, check `if (isShooting && shootBlock <= 0)` to execute the shot logic and reset the cooldown. This ensures continuous fire while holding the button. 7. **Mouse Look Logic**: - Map 1D Axis actions for Mouse X and Y (e.g., "MouseX", "MouseY") using the Delta binding. - Read the delta values in the `performed` events and store them in a `Vector2` member variable. - Apply the rotation/movement in `Update()` using the stored delta. - Reset the delta variable to `Vector2.zero` after processing to prevent stale input. # Anti-Patterns - Do NOT use `Input.GetKey`, `Input.GetAxis`, or `Input.GetButton`. - Do NOT subscribe to input events in `OnEnable()`; subscribe in `Awake()`. - Do NOT call shooting logic directly inside the `performed` callback for automatic weapons; use the boolean flag pattern in `Update()`. - Do NOT access `CarController` via `GetComponent`. ## Triggers - migrate input system to new unity input system - implement new input system for player controller - convert player drive controller to input system - fix automatic fire with new input system - implement mouse look with new input system
Excerpt, first 4,570 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 04e912c
git clone https://github.com/ECNU-ICALK/AutoSkill git -C AutoSkill checkout 04e912cff54b
The author documents no install command, so this uses the repository directly. Our verdict covers commit 04e912cff54b only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
04e912cff54b
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Questions about Migrate Unity Input System For Mirror Player Controller
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Sources
- github.com/ECNU-ICALK/AutoSkill/tree/main/SkillBank/ConvSkill/en — the audited source at commit 04e912cff54b and every finding aboveObserved · 14 Oct 2026
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- What does the Migrate Unity Input System For Mirror Player Controller skill do?
- Is Migrate Unity Input System For Mirror Player Controller safe to install?
- What can Migrate Unity Input System For Mirror Player Controller access on my machine?