input-system

Manage keyboard, mouse, and gamepad input with event-driven action mapping.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/radical-beard/bestow --skill input-system-radical-beard
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: input-system
Source: https://github.com/radical-beard/bestow/tree/main/template/.claude/skills/input-system
Command: npx skills add https://github.com/radical-beard/bestow --skill input-system-radical-beard

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill provides a robust and flexible system for handling all forms of player input in your game, from keyboard and mouse to gamepad, ensuring a seamless and responsive player experience.

Core Features & Use Cases

  • Action Builder: Define complex input mappings using an event-driven system.
  • Phase Management: Easily switch input contexts for menus, gameplay, and pausing.
  • Direct Polling: Access raw input states for debugging or specific use cases.
  • Use Case: Implement responsive character movement, trigger actions like jumping or attacking, and manage UI navigation across different input devices.

Quick Start

Configure the input system to map keyboard keys and gamepad buttons to game actions like "Jump" and "MoveForward".

Frequently Asked Questions about input-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I handle keyboard and gamepad input in my game engine?

Game input handling is managed through an event-driven Action Builder and direct polling, supporting keyboard, mouse, and gamepad devices. This enables flexible input mapping for discrete actions like jumping and continuous analog stick movement with deadzones.

What is the best way to switch gamepad controls between gameplay and menus?

Switching gamepad controls between gameplay and menus is handled through phase-based input management. This system allows you to easily transition input contexts for menus, gameplay, and pausing without conflicting action mappings.

How do I map gamepad analog stick deadzones to character movement?

Mapping gamepad analog stick deadzones to character movement is achieved by defining continuous actions within the Action Builder. The system processes raw analog input and applies deadzone thresholds to ensure responsive and accurate character control.

Can I access raw input states for debugging character movement?

Accessing raw input states for debugging character movement is supported through direct polling. This feature bypasses the event-driven action mappings to retrieve immediate device states for specific debugging or specialized use cases.

Does this input system support event-driven action mapping for multiple devices?

Event-driven action mapping for multiple devices is fully supported by the Action Builder. It consolidates keyboard, mouse, and gamepad inputs into unified game actions, enabling flexible configuration for complex input scenarios.