Live survey304 models · 14 providers · 22,792 auditsAudited grill-with-docs · SAFE →What changedHow we verifyllms.txt

Agent skill · Audited from source

Migrate Unity Input System For Mirror Player Controller

skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b

★ 602pushed 157 days agoversion 0.1.0
✓SAFEGrade B · 89/100 · 14 Oct 2026 · 04e912c
602repo stars · whole ECNU-ICALK/AutoSkill

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…

Ask an AI about this pageGChatGPTCClaudePPerplexityGeGeminiXGrok
More
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

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

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

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

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

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

Download folder ↗
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

  1. ✓SAFE B 89 / 100

    first audit · source 04e912cff54b

Similar skills

Questions about Migrate Unity Input System For Mirror Player Controller

What does the Migrate Unity Input System For Mirror Player Controller skill do?
AutoSkill: Experience-Driven Lifelong Learning via Skill Self-Evolution
Is Migrate Unity Input System For Mirror Player Controller safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can Migrate Unity Input System For Mirror Player Controller access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (04e912cff54b), read on 2026-10-14. The repository is watched, and a new audit runs when it changes — this is the first audit.

Sources

Spotted something wrong? Report a correction · Methodology

Keep going in your AI

Opens with this page as the source. We add nothing else to the prompt.