Install
$ agentstack add skill-gamedev-skills-awesome-gamedev-agent-skills-input-systems ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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
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.
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, sens := 1.0) -> Vector2:
var mag := stick.length()
if mag 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.
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
# 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.
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.
- 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.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: gamedev-skills
- Source: gamedev-skills/awesome-gamedev-agent-skills
- License: Apache-2.0
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.