gamedev-skills/input-systems
> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill 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.
rebinding UI with conflict detection and saved bindings.
(input buffering, coyote time).
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.
jump pressed?", never "isSpace pressed?". Actions are the stable contract; bindings are data.
touch. The active device is whichever last sent input; swap UI prompts to match.
(jump, interact) and *held* (level) for continuous ones (move, aim). Confusing
the two causes double-fires or missed presses.
reads as zero, and scale sensitivity/curve to taste.
early press still fires (input buffering); allow a jump shortly after leaving a
ledge (coyote time).
conflicts, and persists bindings — and a reset-to-default. Save via
save-systems.
an action mid-game and confirm gameplay and prompts follow.
# 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.
# 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.
# 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
# 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.
scatters input logic. Read named actions only.
using an edge check for movement drops held input. Match the check to the action.
Use a radial deadzone on the vector magnitude.
physics are correct — players "clearly pressed jump". Add small windows.
the player by unbinding menu access. Detect conflicts; guarantee a way back.
player. Track the last-used device and switch glyphs.
sensitivity, hold-only actions. Offer remap, toggle-vs-hold, and sensitivity.
consistent movement; capture discrete presses so none are missed between frames.
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.Take gamedev-skills/input-systems from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.