Input Systems skill for Claude Code: action maps, rebinding and input feel
A game-dev skill that makes Claude design an input layer: named actions, rebinding, multi-device support, deadzones and input feel.
- Installs
- 8.9K
- on skills.sh
- Stars
- 6.4K
- on GitHub
- Files
- 1
- besides SKILL.md
- Updated
- Oct 2026
- last repo commit
input-systems makes Claude map physical inputs (a key, a button, a touch) to named actions such as jump and move, so gameplay reads actions and rebinding, multiple devices and accessibility come from the mapping. It also covers analog deadzones, input buffering and coyote time. Its description says it is engine-neutral.
It triggers on input mapping, rebinding, gamepad support, deadzones, input buffering, coyote time or accessible controls. The code examples are Godot 4.7 GDScript, with Unity and Unreal equivalents named. It bundles one reference file and no scripts.
Good for
- Game developers who want gameplay code to read actions, not raw keys
- Anyone building a rebinding screen with conflict detection and saved bindings
- Teams adding gamepad and touch support or accessible controls
Install input-systems
Claude Code
- 1
Copy this prompt.
Install the input-systems skill in Claude Code. Run this command: claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills claude plugin install disciplines@awesome-gamedev-agent-skills Then check that it loaded and tell me how to use it.
- 2
Paste it into Claude Code. It shows the change and asks before running it.
Pick one route. The plugin skill is invoked as /disciplines:input-systems, because plugin skills are namespaced by plugin. The README also recommends installing the router plugin, which dispatches requests across the pack; input-systems works without it.
From the project README. Source.
What's in the skill
When it loads
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.
Sections in SKILL.md
- When to use
- Core workflow
- Patterns
- 1. Actions over raw keys; edge vs held
- 2. Analog deadzone and sensitivity
- 3. Input buffering + coyote time (forgiving, responsive feel)
- 4. Rebinding with conflict detection
- Pitfalls
- References
- Related skills
Key facts
- Installs on skills.sh
- 8,919 as of 2026-11-02
- GitHub stars
- 6,427 for the whole repo, 2026-11-02
- Last change to this skill
- 2026-10-28
- Related skills
- unity-input-system, unreal-enhanced-input, save-systems, physics-tuning, platformer, fps-shooter (optional hand-offs)
- Works in
- Claude Code, Cursor, Windsurf, Cline, Codex, Gemini CLI, GitHub Copilot, Kiro and more (README)
- skills.sh audits
- Gen Agent Trust Hub pass, Socket pass, Snyk pass
What it includes
Gameplay asks whether jump is pressed, never whether Space is pressed.
1. Define actions, not keysEach action has keyboard, gamepad and touch bindings, and prompts match the device.
2. Bind per deviceUses pressed-this-frame for discrete actions and held for continuous ones.
3. Read the right edgeApplies a deadzone to sticks and triggers and scales sensitivity to taste.
4. Filter analog inputRemembers an early press (input buffering) and allows a late jump (coyote time).
5. Buffer for feelCaptures the next input, detects conflicts, saves bindings and offers a reset.
6. Make rebinding first-classTests keyboard, gamepad and touch, and rebinds an action mid-game.
7. Verify on every deviceShows 4 patterns in GDScript: actions, analog deadzone, buffering and rebinding.
The examples use Godot 4.7. SKILL.md names the matching Unity Input System and Unreal Enhanced Input features for each idea.
Read ·
Patterns with Godot codeLists 10 pitfalls, such as hardcoded keys, per-axis deadzones and missing accessibility.
PitfallsCovers buffer and coyote tuning, jump feel, device detection, touch and accessibility.
Try: “Use input-systems to design my action map and a rebinding screen with conflict detection.”
Read ·
references/buffering-and-accessibility.md
From the official docs
Permissions
Low risk
It writes and edits input code in your game project, so review the diff. The plugin routes add other skills from the same pack.
What it can do
- Read your data
- Create and change things
- Delete things
- Read-only mode
Watch out for
The plugin routes install more skills
The marketplace lists a disciplines plugin with 15 skills and a gamedev plugin with the router plus 77 skills. Their manifest entries list skills only. Use the skills CLI for this one skill. github.com
It edits your input and settings code
Rebinding code saves bindings to disk, and SKILL.md hands saving to the save-systems skill. Review the diff before you ship. github.com
Technical details
| Scopes |
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Questions
What does the input-systems skill do?
It makes Claude design game input around named actions. Gameplay reads actions like jump or move, and bindings per device are data, so rebinding, gamepad and touch support and accessibility options follow.
How do I install it?
Use the install box above. For Claude Code you can install the disciplines plugin (15 skills) or the full gamedev plugin, or use the skills CLI for this skill only.
Is it only for Godot?
No. SKILL.md calls it the engine-neutral architecture. The code examples are Godot 4.7 GDScript, and it names Unity Input System and Unreal Enhanced Input equivalents.
Do I need the other game-dev skills?
No. SKILL.md hands off to unity-input-system and unreal-enhanced-input for engine APIs, save-systems for saving bindings and physics-tuning for movement. They are optional.
Does it cover accessibility?
Yes. SKILL.md lists full remapping, hold versus toggle, sensitivity and no required simultaneous presses, and its reference file has an accessibility checklist.
Does it work in the Claude app or Codex?
The repo README lists Claude and Codex among the agents that load the same SKILL.md files. The install box shows the upload and folder routes. It bundles no scripts.
Is it safe?
It bundles one reference file and no scripts, and it writes input code in your project. The plugin routes add other skills from the same pack, so choose the skills CLI if you want only this one. Our advice: review the diff before you ship.
Information
updated Nov 2, 2026
- Folder
skills/disciplines/input-systems
Sources
Docs, issue trackers and discussions this page is built from.
Show all 7Hide
- awesome-gamedev-agent-skills README · github.com
- INSTALLATION.md · github.com
- marketplace.json · github.com
- input-systems SKILL.md · github.com
- LICENSE · github.com
- skills.sh listing · skills.sh
- references/buffering-and-accessibility.md · github.com