Tier 3
Series 205
205D: The Processor
"Controllers have "Stick Drift." If you don't filter the input, your ship will slowly spin forever. A Pilot uses Input Processors to sanitize the raw data before it ever reaches the code."
The Concept: Processors
Filters applied to the signal pipeline.
* **Deadzone:** "Ignore values below 0.1."
* **Invert:** "Up is Down" (Flight controls).
* **Scale:** "Multiply mouse delta by Sensitivity."
* **Clamp:** "Limit values between min and max."
* **Deadzone:** "Ignore values below 0.1."
* **Invert:** "Up is Down" (Flight controls).
* **Scale:** "Multiply mouse delta by Sensitivity."
* **Clamp:** "Limit values between min and max."
Red Flag Detected
The AI Trap: "The Manual Deadzone"
You ask the AI: "Fix the stick drift."
// AI-Generated Code: Hardcoded Math
float x = Input.GetAxis("Horizontal");
if (Mathf.Abs(x) < 0.1f) x = 0;
// Audit Fail: You have to copy-paste this into every script.
This is "Logic Duplication." You are solving a hardware problem inside your gameplay code.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
// Corrected: Clean Code // The code remains simple. The Asset handles the math. float x = moveAction.ReadValue<Vector2>().x;
Your Pilot Command
> A skilled Pilot directs the AI to use the Asset Pipeline. You command: "Add a Stick Deadzone Processor to the Action in the Input Asset window."