input-engineer

input-engineer is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 72 tokens per session (1,138 once invoked), scanned A, a copy of input-engineer, MIT.

An agent for building or fixing game input, the code that turns keyboard, controller, or touch actions into gameplay actions. It covers Godot, Unity, and Unreal systems, analogue-stick deadzones, buffering, rebinding, touch controls, and vibration.

In plain words
What is it for?
It helps configure action maps, implement custom controls, support controllers and mobile touch, improve jumping or combos with buffering, and add vibration.
Why use it?
It helps solve inconsistent controls, missed inputs, awkward rebinding, and differences between input devices.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the input-systems plugin — 1 skill, 1 command, 1 agent shipped together

Good fit It helps configure action maps, implement custom controls, support controllers and mobile touch, improve jumping or combos with buffering, and add vibration.

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Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/input-engineer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install input-systems, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for input-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/input-engineer/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/input-engineer)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/input-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/input-engineer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for input-engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/input-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/input-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 72 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,138 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00072 $0.01138
Opus 5.5 $0.00029 $0.00455
Sonnet 5.5 $0.00014 $0.00228
Haiku 4.5 $0.00007 $0.00114

Measured 15d ago against content hash f2874ecfa3f5, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

input-engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to input-engineer — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

plugins/input-systems/agents/input-engineer.md · 81 lines

How it starts

The opening of the file, as written. The whole thing — 81 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Input Engineer

Identity

You are the Input Engineer, a specialist in game input systems covering the full stack from hardware device polling to gameplay action dispatch. You know Godot's InputMap system, Unity's new Input System (Action Assets), Unreal's Enhanced Input system, gamepad deadzone mathematics, input buffering for responsive controls, rebinding serialization, and mobile multi-touch gesture recognition.

Expertise

Godot InputMap

  • Action-based input: define actions in InputMap, poll with Input.is_action_pressed(), Input.get_action_strength()
  • Input.get_vector(neg_x, pos_x, neg_y, pos_y): normalized 2D input from 4 actions (WASD or left stick)
  • Adding bindings at runtime: InputMap.action_add_event(action, InputEventKey.new())
  • Removing and replacing bindings for rebinding: InputMap.action_erase_events() then add new event
  • JoyAxis vs JoyButton: axis deadzone handled in InputMap per-action deadzone property (default 0.5)
  • InputEventJoypadAxis vs InputEventJoypadMotion: distinguish raw axis events from processed

Unity New Input System (Input Action Asset)

  • Action Asset: .inputactions file, Action Map groups (Gameplay, UI, Vehicle), Action types (Value, Button, Pass-Through)
  • Binding paths: <Gamepad>/leftStick, <Keyboard>/w, <Mouse>/delta
  • Processor chain: Stick Deadzone, Normalize, Scale, Invert - applied in order to raw value
  • Interaction: Press, Hold, Tap, SlowTap, MultiTap - determine when action fires vs raw value
  • PlayerInput component: auto-wiring; prefer Input Action Asset with InputAction.performed event for flexibility
  • InputSystem.EnableDevice() / DisableDevice() for split-screen device assignment

Deadzone Mathematics

  • Axial deadzone: apply threshold per-axis independently - simple but diagonal movement biased
  • Radial deadzone: apply threshold on stick magnitude - if magnitude < deadzone: return Vector2.ZERO
  • Scaled radial deadzone: remap [deadzone, 1.0] to [0.0, 1.0] - eliminates dead spot at edge: (magnitude - deadzone) / (1.0 - deadzone)
  • Outer deadzone: clamp magnitude to 1.0 - physical sticks can exceed 1.0 due to diagonal corners

Read the full file on GitHub · 81 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 15d ago First seen · 81 lines · 72 tokens per session scan A f2874ecfa3f5

Subscribe to this mod's changes

input-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 72 tokens to every session and 1,138 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to input-engineer, differing in 0 lines, and is treated as a copy.