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gamedev-skills

Input Systems 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.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems
GitHub stars
8,175
Pack installs
748k
Alyn Score
77/99
Updated
9 h ago
License
Apache-2.0

Install Input Systems

Pick your agent. Every command is ready to paste.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads input-systems when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the input-systems skill”. In Codex, type $input-systems.

The skill itself

SKILL.md

GitHub

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

  1. Define actions, not keys. Gameplay asks "is jump pressed?", never "is Space pressed?". Actions are the stable contract; bindings are data.
  2. 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.
  3. 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.
  4. Filter analog input. Apply a deadzone to sticks/triggers so resting drift reads as zero, and scale sensitivity/curve to taste.
  5. 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).
  6. 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.
  7. 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, one axis
player.velocity.x = move * RUN_SPEED
# Two axes (stick or WASD): get_vector applies a circular deadzone, rescales
# past it and caps the length at 1, so diagonals are not faster.
var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
# 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 4.7, Unity 6.3 LTS, Unreal 5.8): Godot InputMap + Input.is_action_just_pressed (valid in _process and _physics_process); 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, curve := 1.0) -> Vector2:
    # dead == 1 cannot be rescaled; report invalid settings before stopping movement.
    if not (dead >= 0.0 and dead < 1.0 and curve > 0.0):
        push_error("apply_deadzone requires 0 <= dead < 1 and curve > 0.")
        return Vector2.ZERO
    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 := minf((mag - dead) / (1.0 - dead), 1.0)  # some pads report > 1 on diagonals
    return stick / mag * pow(scaled, curve)      # curve > 1 = finer aim near center
# WRONG: clamping each axis separately — it carves a square hole and snaps to axes.

Keep the response curve (exponent) separate from sensitivity (a plain gain on the result, usually a camera turn rate) and expose both. Settings require 0 <= dead < 1 and curve > 0; invalid settings report an error and return zero movement. Godot's get_vector already does the deadzone and rescale above, using the average of the four actions' deadzones (0.2 by default per action) unless you pass one.

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

# Godot 4.7. Capture the next physical input, reject conflicts, then persist.
var _waiting_for: StringName = &""               # set by the "press a key for Jump" button

func _unhandled_input(event: InputEvent) -> void:
    if _waiting_for != &"" and _is_bindable(event):
        get_viewport().set_input_as_handled()
        if not rebind(_waiting_for, event):
            show_conflict_warning(event)         # offer swap or cancel
        _waiting_for = &""

func _is_bindable(e: InputEvent) -> bool:
    if e is InputEventKey or e is InputEventJoypadButton or e is InputEventMouseButton:
        return e.pressed and not e.is_echo()     # ignore releases and key repeat
    return e is InputEventJoypadMotion and absf(e.axis_value) > 0.5  # ignore stick noise

func rebind(action: StringName, captured: InputEvent) -> bool:
    var event := _to_binding(captured)
    for other in InputMap.get_actions():
        if other != action and not String(other).begins_with("ui_") \
                and InputMap.action_has_event(other, event):
            return false                         # already used -> let UI warn/swap
    for old in InputMap.action_get_events(action):
        if old.get_class() == event.get_class():  # replace only this device kind's binding
            InputMap.action_erase_event(action, old)
    InputMap.action_add_event(action, event)
    save_bindings()                              # persist (see save-systems)
    return true

func _to_binding(e: InputEvent) -> InputEvent:
    if e is InputEventKey:                       # bind the physical key, not the layout's letter
        var k := InputEventKey.new()
        k.physical_keycode = e.physical_keycode
        return k
    var b := e.duplicate() as InputEvent
    b.device = -1                                # all devices: a pad binding must not stick to pad 0
    if b is InputEventJoypadMotion:
        b.axis_value = signf(b.axis_value)       # keep the direction only
    return b
# Compare bindings with action_has_event() / InputEvent.is_match(), never `==`:
# two InputEvents with the same key are different objects, so `==` is false.
# Always provide "reset to defaults" (InputMap.load_from_project_settings()), and
# never let the player unbind a key they need to reach the menu without an alternative.

Keyboard bindings use the physical key (physical_keycode, with keycode left at 0, which is what makes Godot match by position), so WASD stays in the same place on AZERTY or Dvorak; show the label for the player's layout with DisplayServer.keyboard_get_label_from_physical. Unity Input System action.PerformInteractiveRebinding() and SaveBindingOverridesAsJson() / LoadBindingOverridesFromJson(); Unreal Enhanced Input User Settings (enable under Project Settings ▸ Enhanced Input) with player-mappable keys on the mapping context.

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.
  • WASD lands in the wrong place on AZERTY/QWERTZ: bindings stored by key letter follow the layout. Store physical key positions and display the layout's label.
  • A rebound gamepad button works only for player 1: the captured event carried pad 0's device ID. Store bindings for all devices (Godot device = -1) unless the game assigns pads to players on purpose.
  • 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.

Tips for Input Systems

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Input Systems

What does the Input Systems skill do?

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.

How do I install Input Systems?

Run "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Input Systems work in Cursor and Codex?

Yes. Input Systems uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Input Systems free?

Input Systems is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.

Who made Input Systems?

Input Systems is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.

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