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 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.
jump pressed?", never "is
Space pressed?". Actions are the stable contract; bindings are data.save-systems.# Gameplay reads ACTIONS. The mapping from key/button to action lives in data.
# Discrete (edge): fire once on the press frame.
if Input.is_action_just_pressed("jump"):
try_jump()
# Continuous (held): read every frame as an axis.
var move := Input.get_axis("move_left", "move_right") # -1..1
player.velocity.x = move * RUN_SPEED
# RIGHT: name actions ("jump"); rebinding/devices just change the binding data.
# WRONG: `if Input.is_key_pressed(KEY_SPACE)` — unrebindable, keyboard-only,
# and `is_key_pressed` is a held check that would re-fire jump every frame.
Engine equivalents: Godot InputMap + Input.is_action_just_pressed; Unity
Input System InputAction / action maps; Unreal Enhanced Input Input Actions +
Input Mapping Contexts.
# Raw sticks never rest at exactly zero. Apply a RADIAL deadzone (on the vector
# length), not per-axis, so diagonals aren't clipped into the axes.
func apply_deadzone(stick: Vector2, dead := 0.2, sens := 1.0) -> Vector2:
var mag := stick.length()
if mag < dead:
return Vector2.ZERO # inside deadzone -> no movement
# Rescale so motion ramps from 0 at the edge of the deadzone, not from `dead`.
var scaled := (mag - dead) / (1.0 - dead)
return stick.normalized() * pow(scaled, sens) # sens>1 = finer near center
# WRONG: clamping each axis separately — it carves a square hole and snaps to axes.
# Buffer: a jump pressed slightly BEFORE landing still triggers on touchdown.
# Coyote: a jump pressed slightly AFTER walking off a ledge still works.
const BUFFER := 0.12 # seconds an early press stays "remembered"
const COYOTE := 0.10 # seconds after leaving ground you can still jump
var _buffer_timer := 0.0
var _coyote_timer := 0.0
func _physics_process(dt):
_buffer_timer -= dt
_coyote_timer = COYOTE if is_on_floor() else _coyote_timer - dt
if Input.is_action_just_pressed("jump"):
_buffer_timer = BUFFER # remember the press
if _buffer_timer > 0.0 and _coyote_timer > 0.0:
velocity.y = JUMP_VELOCITY
_buffer_timer = 0.0; _coyote_timer = 0.0 # consume both so it fires once
# Capture the next physical input, reject duplicates, then persist.
func rebind(action: String, event: InputEvent) -> bool:
for other in actions: # conflict check across actions
if other != action and binding_of(other) == event:
return false # already used -> let UI warn/swap
set_binding(action, event) # engine: erase old + add new event
save_bindings() # persist (see save-systems)
return true
# Always provide "reset to defaults", and never let the player unbind a key they
# need to reach the menu without an alternative.
references/buffering-and-accessibility.md — buffering/coyote tuning, jump feel
(variable height, apex), device detection and prompt swapping, touch controls,
and an accessibility checklist (remap, toggle/hold, sensitivity, latency).unity-input-system, unreal-enhanced-input — concrete engine input APIs
(Godot uses InputMap + the Input singleton).save-systems — persist custom key bindings and input settings.physics-tuning — the movement the buffer/coyote windows feed into.platformer, fps-shooter — genres whose feel depends on input handling.