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-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.

ukanwat 2116141 2 files · 11.5 KB Updated

File contents

ukanwat/aaabench/tree/main/.claude/skills/input-systems commit 2116141e36

Frequently asked questions

npx skillmds@latest add ukanwat/input-systems