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Manage Godot input action mappings in project.godot.
Passed 14 of 16 test cases with the skill, and 12 of 16 without it.
and 2 more in the full report
4 fixed15 passed either way1 still failing2 broke
Tokens, turns and time describe resource use, not a dollar price.
A test case the skill fixed. Same model, same prompt, with and without the skill.
I am building a 2D side-scroller in Godot and need to set up standard keybindings. Please derive the platformer movement and menu pause controls, then produce the formatted `[input]` section configuration to add to my `project.godot` file.
| Checked | Without skill | With skill |
|---|---|---|
| Does not contain a crouch action definition. | Missed | Passed |
| Does not include controller or joypad bindings. | Missed | Passed |
| Defines move_left, move_right, jump, and pause actions. | Passed | Passed |
The instructions your model reads when the skill loads.
$ARGUMENTS
Read the GDD or user request, determine which input actions are needed,
and write the correct [input] section entries into project.godot.
Source actions from one of:
jump action).For each action, determine: action name (snake_case), bound keys/buttons.
For Object() serialization format, templates (keyboard, mouse, gamepad button, gamepad axis), and key code table, read references/serialization.md.
Use these as starting points. Add gamepad bindings if the GDD mentions controller support.
| Action | Keys |
|---|---|
move_left | A, Left Arrow |
move_right | D, Right Arrow |
jump | Space, W, Up Arrow |
| Action | Keys |
|---|---|
move_up | W, Up Arrow |
move_down | S, Down Arrow |
test cases passed, vs 12 / 16 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.