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Input Systems Agent Skill

> Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill input-systems

The instruction itself

11 sections, as written by the author

Input systems

Never wire gameplay to raw keys. Map physical inputs (a key, a button, a touch)

to named actions (jump, interact, move), and let gameplay read actions.

That one indirection gives you rebinding, multi-device support, and accessibility

almost for free. This skill is the engine-neutral architecture; bind it to

unity-input-system, unreal-enhanced-input, or Godot's InputMap.

When to use

  • Use to design an input layer: actions, bindings, multiple devices, and a

rebinding UI with conflict detection and saved bindings.

  • Use to add analog handling (deadzones, sensitivity) and game-feel features

(input buffering, coyote time).

  • Use to make controls accessible (full remapping, hold-vs-toggle, sensitivity,

no required simultaneous presses).

When *not* to use: for an engine's concrete input package/API, use

unity-input-system, unreal-enhanced-input, or Godot's InputMap. For the

movement/jump *physics* the buffer feeds, see physics-tuning and the engine

movement skill. Persisting bindings to disk is save-systems.

Core workflow

  • Define actions, not keys. Gameplay asks "is jump pressed?", never "is

Space pressed?". Actions are the stable contract; bindings are data.

  • Bind per device. Each action holds bindings for keyboard, gamepad, and

touch. The active device is whichever last sent input; swap UI prompts to match.

  • Read the right edge. Use *pressed-this-frame* (edge) for discrete actions

(jump, interact) and *held* (level) for continuous ones (move, aim). Confusing

the two causes double-fires or missed presses.

  • Filter analog input. Apply a deadzone to sticks/triggers so resting drift

reads as zero, and scale sensitivity/curve to taste.

  • Buffer for feel. Remember a pressed action for a short window so a slightly

early press still fires (input buffering); allow a jump shortly after leaving a

ledge (coyote time).

  • Make rebinding first-class. A UI that captures the next input, detects

conflicts, and persists bindings — and a reset-to-default. Save via

save-systems.

  • Verify on every device and with rebinds: keyboard, gamepad, touch; rebind

an action mid-game and confirm gameplay and prompts follow.

Patterns

1. Actions over raw keys; edge vs held

# Gameplay reads ACTIONS. The mapping from key/button to action lives in data.
# Discrete (edge): fire once on the press frame.
if Input.is_action_just_pressed("jump"):
    try_jump()
# Continuous (held): read every frame as an axis.
var move := Input.get_axis("move_left", "move_right")   # -1..1
player.velocity.x = move * RUN_SPEED
# RIGHT: name actions ("jump"); rebinding/devices just change the binding data.
# WRONG: `if Input.is_key_pressed(KEY_SPACE)` — unrebindable, keyboard-only,
# and `is_key_pressed` is a held check that would re-fire jump every frame.

Engine equivalents: Godot InputMap + Input.is_action_just_pressed; Unity

Input System InputAction / action maps; Unreal Enhanced Input Input Actions +

Input Mapping Contexts.

2. Analog deadzone and sensitivity

# Raw sticks never rest at exactly zero. Apply a RADIAL deadzone (on the vector
# length), not per-axis, so diagonals aren't clipped into the axes.
func apply_deadzone(stick: Vector2, dead := 0.2, sens := 1.0) -> Vector2:
    var mag := stick.length()
    if mag < dead:
        return Vector2.ZERO                      # inside deadzone -> no movement
    # Rescale so motion ramps from 0 at the edge of the deadzone, not from `dead`.
    var scaled := (mag - dead) / (1.0 - dead)
    return stick.normalized() * pow(scaled, sens)  # sens>1 = finer near center
# WRONG: clamping each axis separately — it carves a square hole and snaps to axes.

3. Input buffering + coyote time (forgiving, responsive feel)

# Buffer: a jump pressed slightly BEFORE landing still triggers on touchdown.
# Coyote: a jump pressed slightly AFTER walking off a ledge still works.
const BUFFER := 0.12   # seconds an early press stays "remembered"
const COYOTE := 0.10   # seconds after leaving ground you can still jump
var _buffer_timer := 0.0
var _coyote_timer := 0.0

func _physics_process(dt):
    _buffer_timer -= dt
    _coyote_timer = COYOTE if is_on_floor() else _coyote_timer - dt
    if Input.is_action_just_pressed("jump"):
        _buffer_timer = BUFFER                  # remember the press
    if _buffer_timer > 0.0 and _coyote_timer > 0.0:
        velocity.y = JUMP_VELOCITY
        _buffer_timer = 0.0; _coyote_timer = 0.0  # consume both so it fires once

4. Rebinding with conflict detection

# Capture the next physical input, reject duplicates, then persist.
func rebind(action: String, event: InputEvent) -> bool:
    for other in actions:                        # conflict check across actions
        if other != action and binding_of(other) == event:
            return false                         # already used -> let UI warn/swap
    set_binding(action, event)                   # engine: erase old + add new event
    save_bindings()                              # persist (see save-systems)
    return true
# Always provide "reset to defaults", and never let the player unbind a key they
# need to reach the menu without an alternative.

Pitfalls

  • Hardcoding keys in gameplay blocks rebinding, locks out gamepad/touch, and

scatters input logic. Read named actions only.

  • Edge vs held confusion: using a held check for jump re-fires every frame;

using an edge check for movement drops held input. Match the check to the action.

  • Per-axis deadzones clip diagonal stick input and snap movement to the axes.

Use a radial deadzone on the vector magnitude.

  • No buffering/coyote time makes tight platformers feel unfair even when the

physics are correct — players "clearly pressed jump". Add small windows.

  • Rebinding without conflict handling lets two actions share a key, or strands

the player by unbinding menu access. Detect conflicts; guarantee a way back.

  • Not swapping prompts on device change shows "Press Space" to a gamepad

player. Track the last-used device and switch glyphs.

  • Ignoring accessibility: required simultaneous presses, no remap, fixed

sensitivity, hold-only actions. Offer remap, toggle-vs-hold, and sensitivity.

  • Reading input in the wrong loop: poll held state in the physics step for

consistent movement; capture discrete presses so none are missed between frames.

References

  • references/buffering-and-accessibility.md — buffering/coyote tuning, jump feel

(variable height, apex), device detection and prompt swapping, touch controls,

and an accessibility checklist (remap, toggle/hold, sensitivity, latency).

  • unity-input-system, unreal-enhanced-input — concrete engine input APIs

(Godot uses InputMap + the Input singleton).

  • save-systems — persist custom key bindings and input settings.
  • physics-tuning — the movement the buffer/coyote windows feed into.
  • platformer, fps-shooter — genres whose feel depends on input handling.

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How to use it

Copy the folder

Take gamedev-skills/input-systems from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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