input_system_design

Community

Build responsive, testable game input.

AuthorXyrces
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill removes brittle, engine-coupled input handling by defining a clean, ECS-friendly input architecture that stays testable, rebindable, and consistent across devices.

Core Features & Use Cases

  • Engine-Agnostic Abstraction: Uses an IInputProvider contract in Core so gameplay logic stays independent from Godot input APIs.
  • Responsive Controls: Supports action mapping, buffering, coyote time, and analog stick processing for polished movement and combat feel.
  • Multi-Device & Rebinding: Handles keyboard, mouse, gamepad, and touch input with dynamic prompts and configurable control rebinding.
  • Deterministic Testing: Enables input recording, replay, and mock providers for reliable unit tests and debugging.
  • Use Case: A platformer can buffer jump inputs, allow late jumps after leaving a ledge, and replay player input to reproduce tricky bugs.

Quick Start

Ask for an engine-agnostic Godot ECS input system that includes action constants, buffering, coyote time, analog filtering, rebindable controls, and testable mock or replay providers.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: input_system_design
Download link: https://github.com/Xyrces/godot-ecs-gamedev-playbook/archive/main.zip#input-system-design

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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