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 gamedev-skills/awesome-gamedev-agent-skills --skill input-systems --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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
- When to use
- Core workflow
- Patterns
- 1. Actions over raw keys; edge vs held
- 2. Analog deadzone and sensitivity
- 3. Input buffering + coyote time (forgiving, responsive feel)
- 4. Rebinding with conflict detection
- Pitfalls
- References
- Related skills
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 it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
