Designs input systems around player intent and supported device families, separating raw device input from gameplay/UI actions. Supports rebinding, context switching, and multiple control schemes.
How this skill is triggered — by the user, by Claude, or both
Slash command
/everything-game-dev-code:input-abstractionThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.
Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.
npx claudepluginhub mrcalderon3d/everything-game-dev-codeImplements Unity input with explicit action maps, device support, and UI/gameplay separation. Useful for multi-device support, rebinding, and accessibility.
Provides Apple Human Interface Guidelines for input methods including gestures, Apple Pencil, keyboards, game controllers, pointer/trackpad, Digital Crown, eyes/spatial, focus system, remotes, and motion sensors.
Unity New Input System correctness patterns. Catches common mistakes with action reading (triggered vs IsPressed vs WasPressedThisFrame), action map switching, rebinding persistence, InputValue lifetime, PassThrough vs Value, local multiplayer device assignment, and control scheme auto-switching. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.