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input-systems — Claude Code skill: game input architecture

Engine-neutral input system: map keys to named actions, rebinding with conflict detection, keyboard, gamepad and touch support, analog deadzones, input buffering and coyote time.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems -a claude-code
Open on GitHub

What input-systems does

This skill guides you through designing an input layer where gameplay reads named actions (jump, move, interact) instead of raw keys. That one level of indirection gives rebinding, multi-device support and accessibility almost for free.

The core covers four areas: defining actions and reading the right edge (just_pressed for discrete actions, held for continuous ones), filtering analog input with a radial deadzone and sensitivity curve, buffering presses and coyote time for forgiving feel, and a rebinding UI with conflict detection and saved bindings. Code examples target Godot 4.7; the skill also fits Unity Input System and Unreal Enhanced Input patterns.

Don't use this for engine-specific APIs (use unity-input-system or unreal-enhanced-input instead) or confuse it with movement physics—that's physics-tuning. Persisting bindings to disk is save-systems.

What it helps with

  • architect an action-based input layer separate from raw keys
  • build a rebinding UI with conflict detection
  • support keyboard, gamepad and touch at the same time
  • tune analog deadzone and sensitivity curves
  • add input buffering and coyote time for forgiving gameplay

Example prompts for the agent

  • design an input system with action mapping, rebinding, deadzone and coyote time
  • build a rebinding UI that detects conflicts and lets players reset to defaults
  • implement edge and level reads for actions across keyboard and gamepad

How to install input-systems

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems -a claude-code

2Manually: put the files in place

~/.claude/skills/input-systems/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/input-systems/

From the same set40

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Similar

Questions about input-systems

How do I install input-systems in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems -a claude-code, then find the skill at ~/.claude/skills/input-systems/SKILL.md.

What does input-systems do?

It provides an architecture for mapping physical inputs (keys, buttons) to named game actions, with rebinding, multi-device support, analog deadzone handling, input buffering and coyote time for responsive, forgiving controls.

How is this different from Unity Input System or Unreal Enhanced Input?

input-systems is an engine-agnostic architectural pattern; Unity Input System, Unreal Enhanced Input and Godot InputMap are concrete implementations. Use this skill to design the layer, then bind it to your engine's API.

Source text

SKILL.md · Apache-2.0
---
name: input-systems
description: >
  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.
---

# 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

```gdscript
# 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

```gdscript
# 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)

```gdscript
# 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

```gdscript
# 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 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.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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