Game Input Systems
/input-systems
Game input architecture: action mapping, rebinding with conflict checks, keyboard, gamepad and touch, deadzones, buffering and coyote time.
- GitHub stars
- 2,085 (repository stars as of 2026-10-21)
- License
- Apache-2.0
- Last commit
- 2026/10/09
- By
- gamedev-skills
Part of
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systemsInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Worked steps: Actions over raw keys; edge vs held; Analog deadzone and sensitivity; Input buffering + coyote time; Rebinding with conflict detection
- A pitfalls section with the mistakes to avoid
- Bundled 1 reference doc the agent reads when needed
Good fit
- Requests about input mapping, rebind controls, gamepad support, deadzone or input buffering
Try this prompt
Add rebindable controls with gamepad support, input buffering and coyote time.About this skill
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.
From the input-systems SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- Actions over raw keys; edge vs held
- Analog deadzone and sensitivity
- Input buffering + coyote time (forgiving, responsive feel)
- Rebinding with conflict detection
FAQ
Works well with
Skills the author points to as related or as the better fit for neighbouring tasks.
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