Godot Input Handling
thedivergentai/GD-Agentic-Skills
Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering.
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…
$ npx skills add ukanwat/overtime --skill input-systems -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime input-systems --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/input-systems .claude/skills/input-systems && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "input-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/input-systems into .claude/skills/input-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "input-systems", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ukanwat/overtime/tree/main/.claude/skills/input-systemsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ukanwat/overtime --skill input-systems -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime input-systems --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/input-systems .agents/skills/input-systems && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "input-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/input-systems into .agents/skills/input-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "input-systems", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill input-systems -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime input-systems --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/input-systems .cursor/skills/input-systems && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "input-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/input-systems into .cursor/skills/input-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "input-systems", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ukanwat/overtime.git --path .claude/skills/input-systems--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ukanwat/overtime --skill input-systems -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime input-systems --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/input-systems .gemini/skills/input-systems && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "input-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/input-systems into .gemini/skills/input-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "input-systems", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ukanwat/overtime input-systemsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ukanwat/overtime --skill input-systems -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/input-systems .github/skills/input-systems && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "input-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/input-systems into .github/skills/input-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "input-systems", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill input-systems -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime input-systems --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/input-systems .opencode/skills/input-systems && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "input-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/input-systems into .opencode/skills/input-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "input-systems", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
input-systemsArchitect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and…
Input Systems is an agent skill from ukanwat/overtime. 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.
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/buffering-and-accessibility.md`). Compatibility notes: Engine-agnostic. Pairs with unity-input-system, unreal-enhanced-input, and Godot InputMap; snippets in GDScript-like pseudocode.
It sits in Game Development, covering Accessibility and Game development. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit fc215d4. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Engine-agnostic. Pairs with unity-input-system, unreal-enhanced-input, and Godot InputMap; snippets in GDScript-like pseudocode.
From compatibility in the SKILL.md frontmatter.
Input Systems loads about 2k tokens when it runs, and up to ~3k if it reads all its reference files. Until then it costs about 110 tokens; SKILL.md has 595 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from ukanwat/overtime at commit fc215d4, republished under its Apache-2.0 licence (© ukanwat). 595 words, ~1,972 tokens.
.claude/skills/input-systems/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Never wire gameplay to raw keys. Map physical inputs (a key, a button, a touch)
to named actions (jump, interact, move), and let gameplay read actions.
That one indirection gives you rebinding, multi-device support, and accessibility
almost for free. This skill is the engine-neutral architecture; bind it to
unity-input-system, unreal-enhanced-input, or Godot's InputMap.
When not to use: for an engine's concrete input package/API, use
unity-input-system, unreal-enhanced-input, or Godot's InputMap. For the
movement/jump physics the buffer feeds, see physics-tuning and the engine
movement skill. Persisting bindings to disk is save-systems.
jump pressed?", never "is
Space pressed?". Actions are the stable contract; bindings are data.save-systems.# Gameplay reads ACTIONS. The mapping from key/button to action lives in data.
# Discrete (edge): fire once on the press frame.
if Input.is_action_just_pressed("jump"):
try_jump()
# Continuous (held): read every frame as an axis.
var move := Input.get_axis("move_left", "move_right") # -1..1
player.velocity.x = move * RUN_SPEED
# RIGHT: name actions ("jump"); rebinding/devices just change the binding data.
# WRONG: `if Input.is_key_pressed(KEY_SPACE)` — unrebindable, keyboard-only,
# and `is_key_pressed` is a held check that would re-fire jump every frame.Engine equivalents: Godot InputMap + Input.is_action_just_pressed; Unity
Input System InputAction / action maps; Unreal Enhanced Input Input Actions +
Input Mapping Contexts.
# Raw sticks never rest at exactly zero. Apply a RADIAL deadzone (on the vector
# length), not per-axis, so diagonals aren't clipped into the axes.
func apply_deadzone(stick: Vector2, dead := 0.2, sens := 1.0) -> Vector2:
var mag := stick.length()
if mag < dead:
return Vector2.ZERO # inside deadzone -> no movement
# Rescale so motion ramps from 0 at the edge of the deadzone, not from `dead`.
var scaled := (mag - dead) / (1.0 - dead)
return stick.normalized() * pow(scaled, sens) # sens>1 = finer near center
# WRONG: clamping each axis separately — it carves a square hole and snaps to axes.# Buffer: a jump pressed slightly BEFORE landing still triggers on touchdown.
# Coyote: a jump pressed slightly AFTER walking off a ledge still works.
const BUFFER := 0.12 # seconds an early press stays "remembered"
const COYOTE := 0.10 # seconds after leaving ground you can still jump
var _buffer_timer := 0.0
var _coyote_timer := 0.0
func _physics_process(dt):
_buffer_timer -= dt
_coyote_timer = COYOTE if is_on_floor() else _coyote_timer - dt
if Input.is_action_just_pressed("jump"):
_buffer_timer = BUFFER # remember the press
if _buffer_timer > 0.0 and _coyote_timer > 0.0:
velocity.y = JUMP_VELOCITY
_buffer_timer = 0.0; _coyote_timer = 0.0 # consume both so it fires once# Capture the next physical input, reject duplicates, then persist.
func rebind(action: String, event: InputEvent) -> bool:
for other in actions: # conflict check across actions
if other != action and binding_of(other) == event:
return false # already used -> let UI warn/swap
set_binding(action, event) # engine: erase old + add new event
save_bindings() # persist (see save-systems)
return true
# Always provide "reset to defaults", and never let the player unbind a key they
# need to reach the menu without an alternative.references/buffering-and-accessibility.md — buffering/coyote tuning, jump feel
(variable height, apex), device detection and prompt swapping, touch controls,
and an accessibility checklist (remap, toggle/hold, sensitivity, latency).unity-input-system, unreal-enhanced-input — concrete engine input APIs
(Godot uses InputMap + the Input singleton).save-systems — persist custom key bindings and input settings.physics-tuning — the movement the buffer/coyote windows feed into.platformer, fps-shooter — genres whose feel depends on input handling.© ukanwat, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .claude/skills/input-systems of ukanwat/overtime.
Open the folder on GitHubat commit fc215d4
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Input Systems next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Input Systems this skillukanwat/overtime | 387 | 1 repos | ~2k | Automated safety check: Pass | Apache-2.0 | |
| Godot Input Handlingthedivergentai/GD-Agentic-Skills | 803 | — | ~4k | Automated safety check: Pass | LGPL-3.0 | |
| UI Theme QAhashgraph-online/awesome-codex-plugins | 1.2k | — | ~1.8k | Automated safety check: Pass | Apache-2.0 | |
| Scenario Godot UIscenario-labs/skills | 898 | — | ~5.5k | Automated safety check: Pass | MIT | |
| Hz Immersive Designermeta-quest/agentic-tools | 213 | — | ~2.9k | Automated safety check: Pass | Apache-2.0 | |
| Build Game Audio Feedbacknirholas/three.ws | 226 | 1 repos | ~277 | Automated safety check: Pass | Apache-2.0 |
thedivergentai/GD-Agentic-Skills
Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering.
hashgraph-online/awesome-codex-plugins
A skill your agent uses to find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder, font sizes with no modular scale, near-duplicate colours, and text that…
scenario-labs/skills
A skill your agent uses when building or fixing game UI in Godot 4.7: main menu, settings screen, HUD (health bar, ammo, minimap frame), Control layout, containers, anchors, themes in code, 'UI…
meta-quest/agentic-tools
Guides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility.
nirholas/three.ws
Design or implement responsive audio feedback for a Three.js or web game.
tl2012tl/comfyUI-llama-TE
For users creating a two-player co-op game menu or opening animation.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
Categories
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…. Input Systems is an agent skill from ukanwat/overtime. 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.
Input Systems fits situations like: the user mentions input mapping; rebind controls; gamepad support; input buffering.
Run `npx skills add ukanwat/overtime --skill input-systems -a claude-code`. Or copy the skill folder (.claude/skills/input-systems in ukanwat/overtime) into .claude/skills/input-systems in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill input-systems -a codex`. Or copy the skill folder (.claude/skills/input-systems in ukanwat/overtime) into .agents/skills/input-systems in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ukanwat/overtime --skill input-systems -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/input-systems, .gemini/skills/input-systems, .github/skills/input-systems and .opencode/skills/input-systems in your project.
SKILL.md names no scripts, command-line tools or credentials: Input Systems is instructions for the agent only. Compatibility (from SKILL.md): Engine-agnostic. Pairs with unity-input-system, unreal-enhanced-input, and Godot InputMap; snippets in GDScript-like pseudocode..
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Input Systems is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 7.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Input Systems: Godot Input Handling (thedivergentai/GD-Agentic-Skills, 803 stars), UI Theme QA (hashgraph-online/awesome-codex-plugins, 1.2k stars), Scenario Godot UI (scenario-labs/skills, 898 stars) and Hz Immersive Designer (meta-quest/agentic-tools, 213 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 6, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.