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input-mapper

Manage Godot input action mappings in project.godot. Use when adding input actions, changing key bindings, setting up controls for a new genre, or validating that all referenced actions exist.

Install / Use

npx skills add RandallLiuXin/GodotMaker --skill input-mapper

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

80/100

Supported Platforms

Universal

Tags

Our assessment of input-mapper

input-mapper scores 80/100 on our quality scale, 3589th of 4,634 Development & Engineering skills we index.

Its SKILL.md is 2.8 KB long, well organised into 9 sections and no code examples: a solid amount of guidance for an agent.

It has 549 GitHub stars, a meaningful sign that others use it.

Substance
26/30
Structure
13/20
Description
15/15
Adoption
12/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated 16 days ago, so input-mapper is actively maintained.
  • No license is declared. By default that means all rights are reserved: you can read it, but reusing or redistributing it is not clearly permitted. Ask the author before building on it commercially.
  • Its trust signals score 88/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

Safety scan

No issues found

Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands.

Automated pattern scan on 2026-10-04. It catches known dangerous patterns, not every risk — read a skill before letting an agent act on it.

input-mapper compared with similar skills

All 4 of these similar skills score higher than input-mapper; compare them before choosing.

SkillScoreStarsUpdatedFormat
input-mapper (this skill)by RandallLiuXin8054916d agoSKILL.md
ai-job-searchby MadsLorentzen10044.9ktodayCLAUDE.md
claude-howtoby luongnv8910041.7k3d agoCLAUDE.md
algorithmic-artby anthropics100177.9k11d agoSKILL.md
pptxby anthropics100177.9k11d agoSKILL.md

Frequently asked questions

How do I install input-mapper?
Run npx skills add RandallLiuXin/GodotMaker --skill input-mapper. The install tabs above show the steps for each supported agent.
Which AI agents does input-mapper work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is input-mapper safe to use?
Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. It declares no license and scores 88/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is input-mapper still maintained?
The repository was last updated 16 days ago, so input-mapper is actively maintained.

name: input-mapper description: | Manage Godot input action mappings in project.godot. Use when adding input actions, changing key bindings, setting up controls for a new genre, or validating that all referenced actions exist. Called by project-scaffold (initial setup), workers (new mechanics), and the dispatching role (GDD changes requiring new inputs).

Input Mapper

$ARGUMENTS

Read the GDD or user request, determine which input actions are needed, and write the correct [input] section entries into project.godot.

Step 1 — Extract Required Actions

Source actions from one of:

  1. GDD Mechanics table — each mechanic implies input actions (e.g., "Player can jump" → jump action).
  2. Genre preset — use a preset from Step 3 as a starting point.
  3. Explicit request — user or dispatching role specifies exact actions.

For each action, determine: action name (snake_case), bound keys/buttons.

Step 2 — Write to project.godot [input] Section

For Object() serialization format, templates (keyboard, mouse, gamepad button, gamepad axis), and key code table, read references/serialization.md.

Step 3 — Genre Presets

Use these as starting points. Add gamepad bindings if the GDD mentions controller support.

Platformer

| Action | Keys | |--------|------| | move_left | A, Left Arrow | | move_right | D, Right Arrow | | jump | Space, W, Up Arrow |

Top-down

| Action | Keys | |--------|------| | move_up | W, Up Arrow | | move_down | S, Down Arrow | | move_left | A, Left Arrow | | move_right | D, Right Arrow |

Shooter (top-down or twin-stick)

| Action | Keys / Buttons | |--------|---------------| | move_up | W, Up Arrow | | move_down | S, Down Arrow | | move_left | A, Left Arrow | | move_right | D, Right Arrow | | shoot | LMB (mouse button 1) | | reload | R |

UI (add to all genres)

| Action | Keys | |--------|------| | pause | Escape |

Note: ui_accept, ui_cancel, ui_left, ui_right, ui_up, ui_down are built-in Godot actions — do NOT redefine them in [input] unless overriding defaults.

Step 4 — Validation

Check that every Input.is_action_*("action_name") and event.is_action("action_name") call in .gd files has a matching entry in project.godot [input] or is a built-in Godot action (prefixed with ui_).

To validate:

  1. Grep all .gd files for is_action\w*\("([^"]+)"\) — extract action names.
  2. Parse project.godot [input] section for defined actions.
  3. Built-in actions (do not need definition): ui_accept, ui_cancel, ui_select, ui_left, ui_right, ui_up, ui_down, ui_focus_next, ui_focus_prev, ui_page_up, ui_page_down, ui_home, ui_end, ui_text_*, ui_filedialog_*, ui_graph_*, ui_copy, ui_cut, ui_paste, ui_undo, ui_redo.
  4. Report any action referenced in code but missing from project.godot.

Related Skills

View on GitHub
GitHub Stars549
CategoryDevelopment
Updated16d ago
Forks50

Languages

Python

Trust signals

88/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

1 medium