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.