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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-ne
概要
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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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 < 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 := (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 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.
ファイルのメタデータ
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.
元のテキストを表示
---
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
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
```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, sens := 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 := (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)
```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
# 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.
ソースを確認
価格と実行コスト
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- 実行
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- ライセンス
- Apache-2.0
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- 価格は未確認です。既存のソースとインストールリンクは利用できます。
無料で入手できても実行が無料とは限りません。価格は安全評価ではありません。 価格情報を送る →
スキルのソースを記録済み
手順のパスを記録しています。実行テスト、安全保証、互換性認証ではありません。
インストール前にレビュー: 自動インストールを避ける
ライセンス: Apache-2.0
- Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
- This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
- Quality score needs review
ツール一覧はメタデータであり、互換性のテスト結果ではありません。プロンプトは提案です。
小さなタスクから始める
- 1ソースを読み、入力、出力、依存関係、権限を確認します。
- 2Agent に計画を求め、設定と費用を承認してから隔離環境でテストします。
- 3出力と変更ファイルを確認し、実行した結果だけを報告します。再現用にソースの版を保存します。
依存関係、API キー、外部サービスの料金をソースで確認してください。公開リポジトリでも全サービスが無料とは限りません。
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メタデータと審査情報は参考です。人気、ソースの発見、実行成功は別の事実です。
- ソースリポジトリ
- gamedev-skills/awesome-gamedev-agent-skills
- ライセンス
- Apache-2.0
- バージョン
- 1.0.0
- 最終 GitHub プッシュ
- 2026年8月24日
- 登録情報の更新日
- 2026年9月2日
登録されたバージョンです。ソースのリリース情報を確認してください。
品質
73/100
強い
信頼
72/100
サンドボックス限定
監査
82/100
高リスク
- Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
- This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
- Quality score needs review
- Verified installs
- —
- 成果
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Agent 接続
Registry API 経由で判断、信頼、監査、ユースケース、インストールのシグナルを提供し、UI をスクレイピングせずに Agent が順位付けできます。
詳細情報
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"allowed": false,
"sandbox_required": true,
"reason": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
},
"best_for": [
"automation",
"agent-skill"
],
"known_risks": [
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review"
]
},
"agent_proven": {
"version": "agent-proven-v1",
"score": 0,
"tier": "unproven",
"label": "Needs first agent run",
"summary": "No agent outcome reports yet. Use Resolve, run one narrow sandbox task, then report the result.",
"metrics": {
"totalOutcomes": 0,
"successfulOutcomes": 0,
"failedOutcomes": 0,
"installAttempts": 0,
"installSuccessRate": null,
"successRate": null,
"recentSuccessRate": null,
"recentFailureRate": null,
"riskBlocked": 0,
"setupRequired": 0,
"notRelevant": 0,
"avgOutputQuality": null,
"avgTimeToUsefulMs": null,
"productionOutcomes": 0,
"humanReviewRequired": 0,
"uniqueAgents": 0,
"lastOutcomeAt": null
},
"signals": [],
"penalties": [
"No real agent outcome evidence yet"
]
},
"audit": {
"score": 82,
"risk_level": "risky",
"risk_label": "Risky",
"warnings": [
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review"
]
},
"safety_gate": {
"tier": "blocked",
"label": "Blocked for auto-install",
"auto_install_policy": "block",
"auto_install_allowed": false,
"human_review_required": true,
"blocked": true,
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
},
"quality": {
"score": 73,
"label": "Strong"
},
"supply": {
"track": "Coding and developer agents",
"scenario": "GitHub automation",
"maintenance": "2mo since push",
"risk": "Risky"
},
"alternative_skills": [],
"do_not_use_when": [
"teams that need a vendor-supported SLA",
"high-compliance environments without internal security review",
"No major risk signals from current metadata",
"Audit risk risky exceeds max_risk=medium",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review",
"Production credentials, payments, or irreversible account changes without explicit human review"
],
"agent_contract": {
"task_input": "Use input-systems in an agent workflow",
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first.",
"install_policy": "block",
"minimum_review_before_use": [
"Trust: 80/100 Strong shortlist",
"Audit: 82/100 Risky",
"Safety: 70/100 Avoid automatic install",
"Review repository, license, install command, and permission surface before production use."
],
"expected_agent_output": {
"selected_skill": "gamedev-skills-input-systems (input-systems)",
"install_command": "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems",
"risk_summary": "Risky; Blocked for auto-install; Review before production",
"verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
}
},
"outcome_feedback": {
"endpoint": "https://www.openagentskill.com/api/agent/outcome",
"method": "POST",
"requires_resolve_event_id": true,
"event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
"expected_outcomes": [
"success",
"failed",
"not_relevant",
"blocked_by_risk",
"setup_required"
],
"payload_template": {
"event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
"skill_slug": "gamedev-skills-input-systems",
"task": "Use input-systems in an agent workflow",
"agent": "codex",
"outcome": "success",
"install_used": true,
"risk_blocked": false,
"setup_required": false,
"task_success": true,
"output_quality": 4,
"error_type": null,
"human_review_required": false,
"workspace": "sandbox",
"time_to_useful_ms": 120000,
"notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
}
},
"endpoints": {
"web": "https://www.openagentskill.com/skills/gamedev-skills-input-systems",
"api": "https://www.openagentskill.com/api/agent/skills/gamedev-skills-input-systems",
"audit": "https://www.openagentskill.com/skills/gamedev-skills-input-systems/audit",
"eval": "https://www.openagentskill.com/api/agent/evals?slug=gamedev-skills-input-systems&task=Use%20input-systems%20in%20an%20agent%20workflow&max_risk=medium",
"resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20input-systems%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
"receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20input-systems%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
"install": "https://www.openagentskill.com/api/skills/gamedev-skills-input-systems/install",
"manifest": "https://www.openagentskill.com/api/registry/manifest/gamedev-skills-input-systems"
}
}クリエイター向け
掲載元
Registry により登録
この掲載は公開ソースから登録されており、メンテナー申請が承認されるまで公式として表示されません。
- インデックス作成者
- OpenAgentSkill コミュニティインデックス
帰属は公開リポジトリまたは作成者プロフィールにリンクされています。作成者は掲載を申請して所有権シグナルを更新できます。
このスキルを申請所有者の申請
このスキル掲載を申請
この Registry により登録 掲載は gamedev-skills に帰属していますが、まだ公式として表示されていません。申請すると、確認済み所有者シグナルが追加され、今後の公開、インストール、監査更新の信頼性が高まります。
共有キット
クリエイター被リンクキット
README にエビデンスバッジを追加
開発者がリポジトリを評価する場所で、正規掲載、現在の信頼・監査シグナル、実際の Agent-Proven エビデンスを表示します。
[](https://www.openagentskill.com/skills/gamedev-skills-input-systems?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[](https://www.openagentskill.com/skills/gamedev-skills-input-systems?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[](https://www.openagentskill.com/skills/gamedev-skills-input-systems/audit)
[](https://www.openagentskill.com/skills/gamedev-skills-input-systems?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)コミュニティシグナル
このスキルが Agent ワークフローに役立つかを共有してください。集約されたフィードバックがランキングを改善します。
