ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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.
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill input-systems --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/input-systemsContext preview
The summary Claude sees to decide when to auto-load 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.
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.
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`.
rebinding UI with conflict detection and saved bindings.
(input buffering, coyote time).
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`.
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.
# 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`.
# 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.# 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# 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.scatters input logic. Read named actions only.
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