input-system

input-system is a command for Claude Code from HermeticOrmus/claude-code-game-development. It costs 13 tokens per session (754 once invoked), scanned A, original, MIT.

A command for configuring and improving a game's input system, including action mappings, controller deadzones, input buffering, remapping, and support for several device types.

In plain words
What is it for?
Use it to set up keyboard and controller actions, build rebinding screens, save custom bindings, diagnose missed jumps or attacks, and improve controller movement.
Why use it?
It helps solve controls that are hard to configure, do not respond at the right time, or behave differently across devices. It can also provide the code and saved format needed for a keybinding menu.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

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

Good fit Use it to set up keyboard and controller actions, build rebinding screens, save custom bindings, diagnose missed jumps or attacks, and improve controller movement.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/claude-code-game-development/input-system
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/claude-code-game-development

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-system

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/input-system/github.svg)](https://agentmods.dev/commands/hermeticormus/claude-code-game-development/input-system)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/input-system"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/input-system/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-system

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/input-system"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/input-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 13 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 754 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 original No closer match found 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 $0.00013 $0.00754
Opus 5.5 $0.00005 $0.00302
Sonnet 5.5 $0.00003 $0.00151
Haiku 4.5 $0.00001 $0.00075

Measured 15d ago against content hash 86f3e384e7f7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

input-system 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

Copies of this mod

1 near-identical copy found in the catalogue:

plugins/input-systems/commands/input-system.md · 103 lines

How it starts

The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/input-system

Input mapping, deadzone configuration, rebinding, input buffering, and multi-platform input support.

Trigger

/input-system [action] [target]

Actions

configure

Set up InputMap actions with keyboard and gamepad bindings.

/input-system configure "third-person action game: move, jump, attack, dodge, interact, camera"
/input-system configure "RTS: select, multi-select, move, attack-move, camera pan/zoom"
/input-system configure "menu navigation with keyboard and gamepad d-pad"

Output: InputMap action list, default keyboard and gamepad bindings, GDScript configuration code.

rebind

Implement input rebinding UI and serialization.

/input-system rebind "in-game keybinding menu with conflict detection"
/input-system rebind "save and load custom bindings to user:// directory"
/input-system rebind "reset to defaults button"

Output: InputRebinder GDScript, serialization format, conflict detection logic.

test

Input buffering and game feel improvements.

/input-system test "jump feels unresponsive on controller"
/input-system test "attack combo drops inputs at high animation speed"
/input-system test "movement feels floaty on gamepad analog stick"

Output: Root cause analysis, buffer/coyote implementation, deadzone correction.

polish

Platform-specific input polish: rumble, prompts, mobile touch.

/input-system polish "show correct button prompts for connected device (keyboard vs controller)"
/input-system polish "haptic rumble for player damage and attacks"
/input-system polish "mobile virtual joystick for movement"

Output: Device detection code, prompt switching system, rumble pattern library, or VirtualJoystick Control.

Examples

Implementing jump buffer + coyote time:

/input-system test "platformer jump feels inconsistent on gamepad"

Produces: PlatformerInput node with 8-frame jump buffer and 6-frame coyote time, consume_jump() interface for CharacterBody3D.

Read the full file on GitHub · 103 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 · 103 lines · 13 tokens per session scan A 86f3e384e7f7

Subscribe to this mod's changes

input-system is a command published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 13 tokens to every session and 754 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.