domains / families / software-engineering / 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.
| Repository | Path |
|---|---|
| gamedev-skills/awesome-gamedev-agent-skills | skills/disciplines/input-systems/SKILL.md |