game-input-and-accessibility

game-input-and-accessibility is a skill for Claude Code, Codex from makifbaysal/tasktrooper. It costs 59 tokens per session (1,438 once invoked), scanned A, original, Apache-2.0.

A game input and accessibility design that maps keyboard, mouse, controller, touch, and adaptive-controller inputs to named actions. It includes rebinding, input buffering, subtitles, text scaling, colour-safe cues, reduced motion, and reduced flashes.

In plain words
What is it for?
Use it for controls, menus, HUDs, subtitles, and visual effects. It helps organise input mappings and add common accessibility options.
Why use it?
It prevents gameplay from being tied to one physical key or device. Players with different controls, vision, hearing, or motion sensitivities can use the game more easily.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for controls, menus, HUDs, subtitles, and visual effects. It helps organise input mappings and add common accessibility options.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/makifbaysal/tasktrooper/game-input-and-accessibility
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.

Any agent
npx skills add makifbaysal/tasktrooper --skill game-input-and-accessibility
Clone the repo
git clone --depth 1 https://github.com/makifbaysal/tasktrooper

Made for: Claude Code, Codex.

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 game-input-and-accessibility

README.md
[![agentmods](https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-input-and-accessibility/github.svg)](https://agentmods.dev/skills/makifbaysal/tasktrooper/game-input-and-accessibility)
Your own site
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-input-and-accessibility"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-input-and-accessibility/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 game-input-and-accessibility

Your own site · 80×15
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-input-and-accessibility"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-input-and-accessibility.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,438 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 $0.00059 $0.01438
Opus 5.5 $0.00024 $0.00575
Sonnet 5.5 $0.00012 $0.00288
Haiku 4.5 $0.00006 $0.00144

Measured 4d ago against content hash 5091742152cc, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-input-and-accessibility 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 4d 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.

catalog/agents/game-developer/skills/game-input-and-accessibility/SKILL.md · 109 lines

How it starts

The opening of the file, as written. The whole thing — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Input and Accessibility

Overview

Players use keyboards, mice, gamepads, touch screens and adaptive controllers, with different hands, eyes and ears. Code that reads KeyCode.Space directly cannot be rebound, cannot be driven by a gamepad without a second branch, and cannot be tested without a keyboard. Gameplay reads named actions; devices map to actions in one place.

Core principle: Gameplay never sees a key code. Every action is rebindable, every essential cue reaches the player through more than one sense, and motion and flashing can be turned down.

Actions, per engine

// ❌ Unity legacy, device-bound, unrebindable
if (Input.GetKeyDown(KeyCode.Space)) Jump();

// ✅ Unity Input System action (from the .inputactions asset or its generated class)
[SerializeField] InputActionReference jump;
void OnEnable()  { jump.action.performed += OnJump; jump.action.Enable(); }
void OnDisable() { jump.action.performed -= OnJump; }
void OnJump(InputAction.CallbackContext _) => _intents.Jump();
# Godot: actions from the InputMap, never physical keys in gameplay
func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("jump"):
        intents.jump()
// Unreal Enhanced Input
void AHeroCharacter::SetupPlayerInputComponent(UInputComponent* Input) {
    auto* EIC = CastChecked<UEnhancedInputComponent>(Input);
    EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &AHeroCharacter::OnJump);
    EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AHeroCharacter::OnMove);
}
// The mapping context is added through UEnhancedInputLocalPlayerSubsystem::AddMappingContext.
// Web: map KeyboardEvent.code (layout-independent position) to actions; poll gamepads each frame
const bindings: Record<string, Action> = { Space: "jump", KeyW: "up", ArrowUp: "up" };
window.addEventListener("keydown", (e) => { const a = bindings[e.code]; if (a) input.press(a); });
// in the loop: for (const pad of navigator.getGamepads()) if (pad?.buttons[0].pressed) input.press("jump");

Read the full file on GitHub · 109 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. 4d ago First seen · 109 lines · 59 tokens per session scan A 5091742152cc

Subscribe to this mod's changes

game-input-and-accessibility is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 59 tokens to every session and 1,438 once invoked, about $0.0002 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 2026-10-09.