input-systems SKILL.md skillA

input-systems from ukanwat/overtime is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add ukanwat/overtime/input-systems@git:20260812.5b73825

Pins git:20260812.5b73825 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
ukanwat/overtime
Path
.claude/skills/input-systems/SKILL.md
Versions recorded
1
Latest version
git:20260812.5b73825, committed Aug 12, 2026
Size
7,905 bytes
Repository stars
399
License
MIT

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.

Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.

What the file says

# Input systems

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 to use

- Use to design an input layer: actions, bindings, multiple devices, and a
  rebinding UI with conflict detection and saved bindings.
- Use to add analog handling (deadzones, sensitivity) and game-feel features
  (input buffering, coyote time).
- Use to make controls accessible (full remapping, hold-vs-toggle, sensitivity,
  no required simultaneous presses).

**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`.

## Core workflow

1. **Define actions, not keys.** Gameplay asks "is `jump` pressed?", never "is
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add ukanwat/overtime/input-systems@sha256:457e526c24f1d34b

The line at the top of this page pins the label git:20260812.5b73825, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_gqaroqtpqc6m6fo3.svg)](https://markdownregistry.com/a/art_gqaroqtpqc6m6fo3)

2 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 1 version of this file, committed on Aug 12, 2026.

versioncommittedcommitsizeaudit
git:20260812.5b73825 latest2026-08-12 5b73825 7,905 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (7905 bytes)
  • pass: No zero-width or bidi control characters
  • pass: No instruction hidden inside an HTML comment
  • pass: No link to an exfiltration or paste host
  • pass: No credential-shaped string
  • pass: No instruction to send local credentials anywhere
  • pass: No text hidden with inline styles
  • pass: No prompt-injection phrasing
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

ukanwat/overtime · 399 stars · license MIT · pushed 2026-10-18 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_gqaroqtpqc6m6fo3
GET https://markdownregistry.com/api/v1/resolve?ref=ukanwat/overtime/input-systems
GET https://markdownregistry.com/api/v1/blob/457e526c24f1d34b28703e471bdeb23526db2a9c468978debbbaf8ed8a524918

Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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Every file in ukanwat/overtime

Other files named input-systems

input-systems SKILL.md skill
gamedev-skills/awesome-gamedev-agent-skills · skills/disciplines/input-systems/SKILL.md · Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and…
git:20260808.3727d02 · audit A · 1,784 stars

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