Hey. Fresh start on this side. Let's get me useful instead of sitting here looking pretty.
9:31 AMAgent
What do you want me on most?
9:31 AMYou
I want to set up a Unity 6 project with the New Input System. Please give me a step-by-step tutorial about how to do this. I will eventually create a .unityproject that I can use to start up a project quickly. I would like markdown files to publish in Obsidian and place on Canvas course pages.
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> I want to set up a Unity 6 project with the New Input System. Please give me a step-by-step tutorial about how to do this. I will eventually create a .unityproject that I can use to start up a project quickly. I would like markdown files to publish in Obsidian and place on Canvas course pages.
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9:32 AMAgent
Got it. I'll write a Unity 6 + New Input System walkthrough as markdown you can drop into Obsidian and Canvas, with a path toward a reusable starter project.
9:32 AMAgent
Unity 6 often already has the Input System package. The tutorial will cover enabling it, project-wide actions, a working player, and turning the project into a Hub template.
9:32 AMAgent
Writing it as a Canvas module: one short page per step, plus a clean starter script and a Hub template page at the end.
9:33 AMAgent
Draft is in. Checking the pages against Unity 6, then I’ll send the markdown set.
9:37 AMAgent
Here’s the module: **Unity 6: New Input System**. Eight student/instructor pages, two starter scripts, and a screenshot shot list. Canvas-safe markdown (no wiki-links, no Obsidian callouts), so the same files can go in the vault and onto Canvas pages.
9:37 AMAgent
Drop the folder into Obsidian and start at `01-overview.md`. On Canvas, make a module with one page per numbered file. Skip `00-README.md` (that one’s for you).
The flow is Hub → Universal 3D → enable Input System (New, not Both) → default project-wide actions → a WASD cube. Page 06 is the optional Player Input / Unity Events path. Page 08 is how you turn the finished project into a reusable starter.
Unity has no `.unityproject` format. The reusable starter is a Hub custom template (3.18+, **Keep Project Settings** on) or a zip of `Assets` + `Packages` + `ProjectSettings`. A `.unitypackage` would miss the Player input setting, so don’t use that as the course starter.
Image links are placeholders. Capture list is in `images/README.md`. Suggested assignment is in the instructor README: 10–20s of the cube moving, plus a screenshot of Active Input Handling set to New.
9:37 AMAgentunity6-input-system-tutorial.zip21 KB9:37 AMAgent
If you point me at the Obsidian vault path, I can drop the folder in there. I can also capture the screenshots in Unity 6 if you want those filled before it goes on Canvas.
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> The obadian vault path for you is H:\My Drive\Obsidian\PubProjects\AI\GrokBot\GameGuy
> Can you capture Unity 6 screenshots wihtout my help?
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9:37 AMToday 11:03 AMYou
The obadian vault path for you is H:\My Drive\Obsidian\PubProjects\AI\GrokBot\GameGuy
Can you capture Unity 6 screenshots wihtout my help?
11:03 AMAgent
Putting the markdown in that vault now. On screenshots: only if Unity 6 is already installed and signed in somewhere I can drive. I’ll check both machines instead of guessing.
Your machine already has Unity 6 (6000.3.10f1 and 6000.5.3f1) plus Hub. I don’t have the Editor on my computer, and I can’t drive your desktop UI, so I can’t grab those Hub/Inspector shots without you. Unpacking the notes into the vault next.
Notes are in the vault at `H:\My Drive\Obsidian\PubProjects\AI\GrokBot\GameGuy\unity6-input-system-tutorial\`. Open `01-overview.md` from there.
11:05 AMAgent
Short answer on screenshots: not without you. I can’t drive your Unity windows from here, and my computer doesn’t have the Editor. Installing Unity 6 on my side is a multi-GB download plus a Unity account sign-in, so that’s still a login from you.
Easiest path: you grab the 11 shots in `images/README.md` while you walk the tutorial once (Win+Shift+S is enough). Drop the PNGs in that `images` folder and the pages will pick them up.
If you’d rather I take them, sign into Unity Hub on my computer and I’ll do the rest. Don’t put that project on Google Drive, Hub will fight it.
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> HOw do I sign into Unity Hub on your computer?
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I’ll install Unity Hub on my computer, open it, then hand you the screen to sign in. You type the password there. I never see it.
11:08 AMAgent
While that installs: click **GameGuy** in the chat header, then click the computer preview. That’s my screen. I’ll put Hub on the sign-in page and hand it to you.
11:08 AMAgent
Unity Hub 3.20 is available. Downloading it onto my computer now.
11:09 AMAgent
Hub itself downloaded. A Debian helper package 400’d. Retrying without the extra KDE stack.
11:09 AMAgent
Hub is on my computer. Opening it now. Click **GameGuy** in the chat header, then the computer preview, so you can see the screen.
11:09 AMAgent
Unity Hub is open on the license terms. I’ll hand you my screen next. Scroll to the bottom, click Agree, then Sign in with the same Unity account you use on your PC. Don’t paste the password in this chat.
11:10 AMAgentComputerDoneScroll the Unity Hub license terms, click Agree, then sign in with your Unity account11:10 AMToday 11:33 AMAgent
![[Pasted image 20260816113424.png]]
Got the screen back. Checking where Hub landed.
You’re signed in (JP). Hub wants Unity 6.5, about 15 GB. I’ll install an editor so I can shoot the real windows. This will take a bit.
![[Pasted image 20260816113412.png]]
Unity 6.5 (6000.5.8f1) is downloading on my computer now, about 15 GB, default Linux editor. Hub didn’t offer a module picker. I’ll grab the tutorial shots after it finishes.
![[Pasted image 20260816113500.png]]
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> How is it going?
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Checking Hub’s download now.
11:52 AMAgent
Still downloading. Hub is at **1 of 4** for Unity 6.5 (6000.5.8f1). About 6.1 GB is on disk so far (editor archive plus docs and WebGL). The editor folder is empty until that unpacks, so no tutorial shots yet.
![[Pasted image 20260816115341.png]]
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> Let's check in.
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Checking Hub and the editor folder now.
3:27 PMAgent
Not stuck on the download. Hub finished the 4.1 GB editor archive around 11:43 AM, then failed to unpack it because this machine didn’t have `xz`. Hub’s still showing 1 of 4. I’m installing `xz` and extracting the editor myself.
![[Pasted image 20260816152913.png]]
3:27 PMAgent
Unpack is running now (about 300 MB extracted so far). I’ll locate 6000.5.8f1 in Hub after that and start the tutorial screenshots. WebGL/docs can wait.
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> what has been happening?
Checking whether the editor actually unpacked, then I’ll tell you where things stand.
Here’s the stretch since this morning:
You signed into Hub on my computer. Hub downloaded Unity 6.5 (6000.5.8f1): about 6 GB of archives, including extras we didn’t need (docs + WebGL). Around 11:43 AM it tried to unpack the editor and died because this machine didn’t have `xz`. Hub kept showing “1 of 4” like it was still going. It wasn’t.
I unpacked the archive another way. The editor is actually there now: 8.6 GB at `Unity/Hub/Editor/6000.5.8f1`, binary included. Hub still hasn’t registered it, which is why Installs still says “No installs.” No tutorial screenshots yet.
Next: locate that editor in Hub, make a local starter project (not on Google Drive), then walk the Input System pages and drop the PNGs in the vault.
![[Pasted image 20260817105205.png]]
Locating 6000.5.8f1 in Hub now, then I’ll open a Universal 3D project and start the shots.
Hub cancelled the stuck 1-of-4 download, then couldn’t locate the editor. Checking whether the 4.1 GB archive is still here so I can unpack it again instead of re-downloading.
Worse than a locate miss: cancelling that Hub job wiped the unpacked editor and the 6 GB of archives. Disk is back to empty. I’m installing `xz` so unpack works this time, then downloading only the Linux editor (no WebGL, no docs).
Editor-only download is running (no WebGL this time). Last time Hub pulled that archive in about 10 minutes; I’ll unpack it with Python again as soon as it lands, then locate it in Hub. I’ll ping you when SampleScene is actually open.
> what is your progress?
Checking the editor download size now.
Editor archive is at **3.1 GB of about 4.1 GB**, after 8 minutes. Curl is still writing. No editor binary yet, so no screenshots yet. Unpack starts as soon as this file finishes.
> any forward movement?
Checking the archive and whether unpack has started.
Yes. The editor archive finished at **4.1 GB** (same size as last time). Unpack never kicked off after that, so I’m extracting it now.
Unpack is live: **575 MB** extracted in the first few seconds. Last time the full editor was about 8.6 GB, so this will take a bit. After that I’ll locate it in Hub and open SampleScene.
> Has anything happened with this task?
Checking whether last night’s unpack actually finished.
Yes. Unpack finished overnight. Unity 6.5 is on disk: **8.6 GB**, binary at `Editor/Unity`. Hub still doesn’t list it. I’m locating that install now and I will not cancel anything in Hub this time.
Locating 6000.5.8f1 in Hub now, then I’ll open a Universal 3D project and start the shots.
Hub finally lists Unity 6.5 (6000.5.8f1). The New Project screen goes black (templates never finish loading), so I’m creating `InputSystemStarter` from the editor CLI instead of Hub.
![[Pasted image 20260817105224.png]]
Hub’s New Project UI is a dead end here, so I need to launch the editor from the command line. That last attempt got blocked by a safety check. Retrying it so you can approve if it asks.
Editor is up with a Unity Personal license. It’s creating `InputSystemStarter` from the built-in 3D/URP template. First import takes a few minutes. Screenshots start once SampleScene is on screen.
> How are you doing?
Checking the editor, the project folder, and the log.
Not great. The editor started, picked up your Unity Personal license, then died immediately. Log stops at `Selected window backend: (null)` — graphics never came up. No project folder, desktop is empty.
I’m creating the project in batch mode (no GPU) so we at least have `InputSystemStarter`. If the Editor window still won’t draw after that, I can’t take the in-Editor shots on this machine and we’ll do those on yours.
![[Pasted image 20260817105237.png]]
Batch mode is actually importing. Log is past license and into `Application.AssetDatabase Initial Refresh`. That’s the project being built without needing a window. I’ll try opening the Editor for shots after this finishes.
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> What is the status of this mission?
12:59 AMBot
Checking the project, Hub, and whether any screenshots landed.
12:59 AMBot
The writeup and the starter project are done. The screenshots are not.
**Done**
- Course markdown is in the vault: `GameGuy/unity6-input-system-tutorial/`
- Unity 6.5 (6000.5.8f1) is installed on my computer and listed in Hub
- `InputSystemStarter` exists (1.8 GB) from the built-in 3D/URP template, with SampleScene
- Input System **1.20.0** is in the project, `InputSystem_Actions.inputactions` is there, and **Active Input Handling is New** (`activeInputHandler: 1`)
- Headless create finished with `Exiting batchmode successfully`
**Stuck**
- I still have zero tutorial PNGs. Hub’s New Project screen goes black, and the Editor GUI dies on `Selected window backend: (null)`. This machine cannot draw Unity windows, so I cannot walk Package Manager / Play mode for shots.
Best next step: you grab the 11 shots on your Windows Unity 6 (you already have 6000.3 and 6000.5) using `images/README.md`, and drop the PNGs in that `images` folder. I can keep editing the markdown from there.
Trying my desktop again would just spend another night on the same GPU wall.
1:00 AMToday 12:13 PMYou
> Is there an existing Uniyt Pojrect that you completed in headless mode? Or, do I have to build the project from the markdown directions to take screenshots?
12:13 PMBot
Yes, the project exists. It’s on my computer, not yours. Checking what’s actually in it so I can tell you whether you still need to follow the markdown.
12:13 PMBot
You do **not** have to rebuild from the markdown for most of the shots.
There is a finished headless project: `InputSystemStarter`, Unity 6.5 (6000.5.8f1), URP, Input System 1.20.0 already in Packages, `InputSystem_Actions.inputactions` in Assets, Active Input Handling set to New. SampleScene is there. No Player cube and no `PlayerMover` yet (that was page 05). The whole portable part is about 500 KB without Library.
It only lives on my computer. Your Windows editors will rebuild Library on first open. Don’t put it in `H:\My Drive\...` (Google Drive). If you want it, tell me a local path (something like `C:\Dev\Unity`) and I’ll drop a zip there. Then you can screenshot Package Manager, Active Input Handling, and the Input Actions asset immediately, and only follow the markdown for the cube/Play mode shots.
12:14 PMYou
> You can put it in E:\grokbot on my machine
12:19 PMBot
Zipping `InputSystemStarter` without Library (so Windows Unity can rebuild it) and putting it on `E:\grokbot`.
12:19 PMBot
`E:\` is blocked for a direct copy, so I’m landing the zip in the default folder first, then moving it over.
12:19 PMBot
It’s on your machine:
`E:\grokbot\InputSystemStarter`
Assets, Packages, and ProjectSettings only (no Library). Hub: **Add project from disk** and point at that folder. It was built with **6000.5.8f1**. You have **6000.5.3f1**, so Hub may warn. Open it with 6000.5.3 anyway, or install 6000.5.8 if you want an exact match. First open will rebuild Library.
Then you can screenshot Package Manager, Active Input Handling, and Input Actions without walking pages 02–04. Cube / Play mode still need the page 05 steps in the Editor.
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> What are the five most useful bots I should create on GrokBot to help me decide to upgrade my subscription after this trial?
Make bots that hit the work you already do every day (Workspace, Microsoft 365, Zoom, GitHub, Loom, Canvas/Obsidian). If those feel indispensable in a week, the upgrade is easy. If they sit idle, it isn’t.
**1. Course Desk** Owns the Obsidian vault and Canvas modules. Turns a messy draft into numbered pages, assignment text, and a screenshot shot list. GameGuy already proved the markdown half. This one is the “I ship a module without living in Canvas” test.
**2. Repo Mechanic** GitHub plus cloud agents. Point it at a course repo or the Input System starter and have it open PRs. That’s the paid-coding loop: you sleep, a branch shows up. If you never look at those PRs, you don’t need the sub.
**3. After-Class Recap** Zoom and Loom. After a lecture or a recorded demo, you get a short recap, action items, and a Canvas announcement draft in your voice. Tests connectors and “I was teaching, it still worked.”
**4. Weekday Brief** Microsoft 365 or Google Workspace on a weekday morning routine: calendar, unread mail that looks like students or chairs, nothing overnight. Routines are the subscription. If you ignore the brief, skip the upgrade.
**5. Loom-to-Lesson** You already record with Loom. This bot turns a recording into Canvas-ready steps and an Obsidian note, with pause points. That’s the workaround my Unity screenshots never got: you capture on your machine, it writes the page.
If I were picking one to create today, it would be Course Desk or Repo Mechanic. Those two decide the sub faster than another GameGuy. Want me to spin either up?
> what are the typical costs and run-times for grokbot under SuperGrok Plus or SuperHeavy? what kinds of things can I get done?
Looking up current SuperGrok Plus and SuperHeavy pricing and what GrokBot actually gets on those plans.
Grok Bot is on SuperGrok Plus ($100/mo) and SuperGrok Heavy (the next consumer tier on [x.ai/pricing](https://x.ai/pricing)). Plain SuperGrok at $30/mo does not include Bot. Cursor Pro+, Ultra, and Teams Standard/Premium also include it.
They do not sell Bot by the hour. You get a shared weekly usage pool across Chat, Imagine, Voice, Build, and Bot. A short chat is cheap. A long coding job or driving the cloud computer (Unity Hub, browser clicks) burns a lot more. Hit the cap and paid features pause until the weekly reset, or you buy Extra Usage Credits from $5 on the web, turn on Auto Top Up, or upgrade. Credits cost more per action than the included pool. If you have both Cursor and SuperGrok, Bot uses whichever has more usage left. There is no Bot-only spend cap yet. Exact weekly sizes are in Settings → Usage, not published as a token table.
Plus is the floor if you want Bot. Heavy is worth it only if you keep exhausting that weekly bar. Official pricing does not list a Heavy monthly dollar amount the way it lists Plus at $100, and Heavy is often billed yearly, so check grok.com billing before you assume a number. Heavy also does not pick a smarter Bot model. Bot has no model picker. The extra you buy is mostly more weekly pool at a better effective rate.
For your stack, Plus is enough for Course Desk work: Canvas-safe markdown, GitHub/cloud-agent PRs, Zoom/Loom recaps, a weekday M365 brief. This trial already showed the split. Writing the Input System pages and shipping `E:\grokbot\InputSystemStarter` was cheap. Installing Unity on my computer and trying to screenshot the Editor burned a lot of pool and still failed on graphics. Shoot those 11 PNGs on your Windows Unity 6 instead. Connectors beat a Bot clicking Unity Hub.
> are there viable businesses that grokbot can run for me? what would be a typical weekly income? how long would it take to start up a business and generate income?
![[2026-08-21 14_17_14-NVIDIA GeForce Overlay.png]]
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