input-systems

input-systems is a skill for Claude Code, Codex from ukanwat/aaabench. It costs 88 tokens per session (1,913 once invoked), scanned A, a copy of input-systems, MIT.

An engine-independent design for game controls that maps physical inputs, such as keys, buttons, or touch, to named actions like jump or interact. It covers rebinding, multiple devices, analog controls, accessibility, input buffering, and coyote time.

In plain words
What is it for?
Use it to design control mappings, build rebinding screens, detect conflicts, save settings, handle analog input, and make timing-sensitive controls feel fair.
Why use it?
Separating actions from physical controls makes remapping, device support, and accessible controls easier to maintain.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/ukanwat/aaabench/input-systems
Any agent
npx skills add ukanwat/aaabench --skill input-systems
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

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 input-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/ukanwat/aaabench/input-systems.svg)](https://agentmods.dev/skills/ukanwat/aaabench/input-systems)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/input-systems"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/input-systems.svg" alt="Measured on agentmods" height="20"></a>
Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,913 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 92% 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 $0.00088 $0.01913
Opus 5 $0.00044 $0.00957
Sonnet 5 $0.00018 $0.00383
Haiku 4.5 $0.00009 $0.00191

Measured 4d ago against content hash 457e526c24f1, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

input-systems 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.

Origin

This is a copy

92% identical to input-systems — 6 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.

.claude/skills/input-systems/SKILL.md · 163 lines

How it starts

The opening of the file, as written. The whole thing — 163 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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 Space pressed?". Actions are the stable contract; bindings are data.
  2. Bind per device. Each action holds bindings for keyboard, gamepad, and touch. The active device is whichever last sent input; swap UI prompts to match.
  3. Read the right edge. Use pressed-this-frame (edge) for discrete actions (jump, interact) and held (level) for continuous ones (move, aim). Confusing the two causes double-fires or missed presses.
  4. Filter analog input. Apply a deadzone to sticks/triggers so resting drift reads as zero, and scale sensitivity/curve to taste.
  5. Buffer for feel. Remember a pressed action for a short window so a slightly early press still fires (input buffering); allow a jump shortly after leaving a ledge (coyote time).
  6. Make rebinding first-class. A UI that captures the next input, detects conflicts, and persists bindings — and a reset-to-default. Save via save-systems.
  7. Verify on every device and with rebinds: keyboard, gamepad, touch; rebind an action mid-game and confirm gameplay and prompts follow.

Read the full file on GitHub · 163 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 163 lines · 88 tokens per session scan A 457e526c24f1

Subscribe to this mod's changes

input-systems is a skill published in the GitHub repository ukanwat/aaabench (378 stars, last pushed 20d ago), licensed MIT. It adds 88 tokens to every session and 1,913 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to input-systems, differing in 6 lines, and is treated as a copy.

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