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-mapperInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
Development & EngineeringSupported Platforms
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.
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 foundOur 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.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| input-mapper (this skill)by RandallLiuXin | 80 | 549 | 16d ago | SKILL.md |
| ai-job-searchby MadsLorentzen | 100 | 44.9k | today | CLAUDE.md |
| claude-howtoby luongnv89 | 100 | 41.7k | 3d ago | CLAUDE.md |
| algorithmic-artby anthropics | 100 | 177.9k | 11d ago | SKILL.md |
| pptxby anthropics | 100 | 177.9k | 11d ago | SKILL.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.
Skill content
View source on GitHubname: 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:
- GDD Mechanics table — each mechanic implies input actions
(e.g., "Player can jump" →
jumpaction). - Genre preset — use a preset from Step 3 as a starting point.
- 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:
- Grep all
.gdfiles foris_action\w*\("([^"]+)"\)— extract action names. - Parse
project.godot[input]section for defined actions. - 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. - Report any action referenced in code but missing from project.godot.
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Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
