Input systems Never wire gameplay to raw keys. Map physical inputs (a key, a button, a touch) to named actions ( , , ), 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 , , or Godot's . 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 control…