
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.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill input-systems- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads input-systems automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
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
jumppressed?", 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, 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:
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. 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).
Related skills
unity-input-system,unreal-enhanced-input— concrete engine input APIs (Godot usesInputMap+ theInputsingleton).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.
FAQ
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 https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill input-systems in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/input-systems/ (personal) or .claude/skills/input-systems/ (project).
Which AI agents can use input-systems?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is input-systems safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains input-systems?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 7,474 recorded installs.
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