input_system_design
CommunityBuild responsive, testable game input.
Software Engineering#godot#ecs#input handling#input buffering#coyote time#game controls#rebindable controls
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
IInputProvidercontract 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 requiredComponents
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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