# Input Abstraction

> Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.

- **Type:** Skill
- **Install:** `agentstack add skill-mrcalderon3d-everything-game-dev-code-input-abstraction`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [MRCalderon3D](https://agentstack.voostack.com/s/mrcalderon3d)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [MRCalderon3D](https://github.com/MRCalderon3D)
- **Source:** https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/engineering-common/input-abstraction

## Install

```sh
agentstack add skill-mrcalderon3d-everything-game-dev-code-input-abstraction
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# Input Abstraction

## Purpose
Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.

## Use When
- multiple input devices are supported
- rebinds or accessibility matter
- UI and gameplay input are becoming tangled

## Inputs
- action list
- supported devices
- UI flow
- accessibility requirements

## Process
1. define actions by intent
2. separate raw device input from gameplay/UI action handling
3. document action states and context switching
4. support rebinding and persistence where needed
5. test edge cases around focus, pause, and overlays

## Outputs
- action map
- context model
- device support notes
- rebinding requirements

## Quality Bar
- gameplay consumes named actions, never raw device inputs
- rebinding, device switching, and multiple control schemes work without touching gameplay code
- input contexts (gameplay, menu, cutscene) are explicit, with defined push/pop behavior
- dead zones, buffering, and repeat behavior are configured per action, not hardcoded

## Common Failure Modes
- raw key or button checks scattered through gameplay code
- input consumed by multiple contexts at once (menu and gameplay both react)
- device-specific assumptions that break on controller or touch
- buffering and coyote-time tuning embedded in mechanics instead of the input layer

## Related Agents
- ui-programmer
- accessibility-reviewer
- gameplay-programmer

## Related Commands
- ui-flow-review
- verify
- tech-design

## Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [MRCalderon3D](https://github.com/MRCalderon3D)
- **Source:** [MRCalderon3D/everything-game-dev-code](https://github.com/MRCalderon3D/everything-game-dev-code)
- **License:** MIT

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-mrcalderon3d-everything-game-dev-code-input-abstraction
- Seller: https://agentstack.voostack.com/s/mrcalderon3d
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
