# Input capabilities Providers publish semantic actions and suggested profiles. Clients own physical device discovery, user bindings, exposed action-bar controls, gesture timing, and override persistence. Every binding maps one gesture to one semantic action. Direct controls, keyboard chords, axes, and ordered gamepad D-pad sequences are gesture kinds, not separate execution systems. The action bar is a compact editor over the same binding document; its controls are chosen by the player. Actions may be derived from live state such as equipped modules, weapon groups, cargo consumables, role, docking state, or mode. A binding whose action is not currently available remains dormant so it can recover when that semantic action returns. Actions that consume a live device value declare `inputValue`. The `button-hold.v1` model writes `1` to the named payload key on press and `0` on release. The `axis.v1` model writes the current normalized axis value. Clients send changed values through the action's advertised operation; providers own interpretation, persistence, receipts, and simulation. A client must not infer decay or repair a missed release by mutating presented state. The `view-direction.v1` model is a one-shot value sampled when its gesture is performed. The client reads the active semantic view's normalized world-space forward direction and writes X, Y, and Z to the three advertised `payloadKeys` in that order. The provider decides what the ray means; clients do not select, filter, or rank gameplay targets.