| name | godot-input-handling |
| description | Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer. |
Input Handling
Handle keyboard, mouse, gamepad, and touch input with proper buffering and accessibility support.
MANDATORY script triggers (by scenario)
Do-NOT-Load (by scenario)
| Scenario | Load | Do NOT load |
|---|
| Settings remapping UI | safe_runtime_rebind.gd | multi_touch_gestures.gd, mouse_capture_manager.gd, combo/replay injectors |
| Mobile / touch gestures | multi_touch_gestures.gd | mouse_capture_manager.gd, desktop remapper persistence |
| Jump/dash buffer only | input_buffer.gd / advanced_input_buffer.gd | Remapper, multi-touch, replay, combo validator |
| FPS mouse look | mouse_capture_manager.gd + deadzone/glyph as needed | multi_touch_gestures.gd, combo/replay |
| Combo / fighting sequences | combo_validator.gd + buffers | Touch gestures, mouse capture |
| Replay / virtual injection tests | input_replay_buffer.gd / virtual_input_injector.gd | Remapper UI, multi-touch |
Available Scripts
Frame-perfect input buffering system for responsive jumps, dashes, and combo chains.
Timed action buffer with _physics_process decay so windows match CharacterBody consumption, not render FPS.
Dynamic input rebinding with conflict detection and user://input_rebinds.cfg persistence.
Radial deadzone management for analog sticks to eliminate drift while maintaining natural follow-through.
Handling touch, drags, and pinch-to-zoom gestures for mobile and touchscreen compatibility.
Filtering echo events to distinguish between hold-to-navigate (UI) and one-time gameplay actions.
Robust mouse capture and sensitivity scaling logic for FPS and mouse-intensive systems.
Software-side support for user-defined 'Hold' vs 'Toggle' accessibility preferences.
Real-time switching between Keyboard and Gamepad UI prompts based on the last active device.
Tracking the lifecycle of an action ('Just Pressed', 'Held', 'Released') for complex state logic.
Demonstrating the correct use of _unhandled_input to prevent gameplay logic from leaking into UI.
Input.parse_input_event injection for CI tutorials / AI assistance — not physical hardware.
Rolling timed sequence buffer for special-move validation (fighting / action RPG).
Frame-tagged capture + deterministic replay via parse_input_event.
NEVER Do in Input Handling
- NEVER poll input in
_process() for gameplay actions — Use _physics_process() or _unhandled_input(). _process() is frame-rate dependent, causing dropped inputs at low FPS [22].
- NEVER use hardcoded key checks (e.g.,
KEY_W) — Always use InputMap actions. Hardcoded keys prevent rebinding and break compatibility with non-QWERTY layouts [23].
- NEVER ignore analog stick deadzones — Drifting sticks at 0.05 magnitude will cause unintended movement. Implement a radial deadzone (not axial) in code or settings [24].
- NEVER assume a single input device — Players may switch between Keyboard and Controller mid-session. Use
Input.joy_connection_changed to update UI prompts dynamically [25].
- NEVER use
_input() for gameplay actions — _input() fires for ALL events (including UI). Use _unhandled_input() so gameplay logic doesn't trigger while clicking menus [26].
- NEVER omit input buffering in fast-paced games — If a player presses jump 50ms before landing, the input is lost without a buffer. Implement a 100-150ms buffer for a "tight" feel [27].
- NEVER use
Input.is_action_pressed() for one-time triggers — It returns true every frame the key is held. Use _just_pressed for jumps, attacks, and toggles to avoid logic spam.
- NEVER implement manual 'Hold vs Toggle' logic in multiple places — Centralize it in a setting or input wrapper to ensure accessibility consistency across the whole game.
- NEVER forget to handle
InputEvent.is_echo() in UI navigation — Echo events (keyboard repeat) should move menus but rarely should they trigger "Confirm" or "Back" actions.
- NEVER capture the mouse without a 'Release' shortcut — If your game crashes or blocks
ui_cancel, the user is trapped. Always provide a fallback escape for mouse capture.
Input Propagation & Isolation
Godot propagates input events in a specific order. Understanding this is key to isolating UI from gameplay.
_input(event): High-priority global intercept. Use for dev consoles or debug overlays.
_gui_input(event): Handled by Control nodes (UI). If a UI element consumes the event (e.g., clicking a button), it calls accept_event(), stopping further propagation.
_unhandled_input(event): Reached ONLY if no UI element consumed the event. Expert Pattern: Put all gameplay logic (jump, shoot) here to prevent accidental triggers while interacting with menus.
InputMap Best Practices
Avoid physical key checks. Define semantic actions (e.g., move_left, interact) in Project Settings > Input Map.
1. Analog Deadzones
Analog sticks suffer from drift. MANDATORY: analog_deadzone_manager.gd. Prefer Input.get_vector() for circular deadzones — never subtract axes into a square deadzone.
2. Expert polling delta (no hardcoded keys)
Gameplay samples actions in _physics_process / _unhandled_input — never KEY_* / MOUSE_BUTTON_* branches. Pause/cancel must be InputMap actions (e.g. ui_cancel) so rebinds and non-QWERTY layouts work. See unhandled_input_priority.gd.
Multi-Modal Input & UI Glyphs
Modern games must handle simultaneous Controller and Keyboard/Mouse input smoothly.
1. Handling Input Modes
2. Dynamic Glyph Swapping
MANDATORY: glyph_prompt_manager.gd for last-device prompt swaps. Do not hand-roll event is InputEventJoypadButton detectors in every HUD widget.
Expert Input Extensions (script sole-source)
Deep recipes (on demand)
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Using InputEvent — Event propagation order (
_input → GUI → _unhandled_input) and why gameplay belongs after UI consumes events.
- Input examples — Practical
InputMap action polling, mouse buttons, and keyboard patterns this skill builds on.
- Controllers, gamepads, and joysticks — Joypad connection, button/axis events, and multi-device mapping for remappers and glyph swaps.
- Controller vibration and features — Extended pad capabilities beyond basic buttons when shipping console-style feedback.
- Mouse and input coordinates — Viewport vs screen coordinates for clicks, aim, and capture-relative motion.
- Customizing the mouse cursor — Cursor shapes alongside
Input.mouse_mode capture/release flows.
- Handling quit requests — Safe ESC / back / quit paths so mouse capture never traps the player.
- Input — Singleton API:
is_action_*, get_vector, mouse_mode, parse_input_event, and joy connection signals.
- InputMap — Runtime
action_add_event / erase / conflict checks for safe rebinding.
- InputEvent — Base event API including
is_echo(), is_action_pressed(), and device IDs.
- Idle and Physics Processing — Why hold/poll gameplay input in
_physics_process, not frame-tied _process.
- Control —
_gui_input / accept_event so menus stop events before _unhandled_input gameplay.
Related Skills
Prerequisites
- godot-project-foundations — Project Settings Input Map, scene boot, and Autoload registration that host remappers and glyph managers.
- godot-gdscript-mastery — Typed
InputEvent branches, StringName actions, and safe signal/await patterns used in buffers and device routers.
Complements
Downstream / consumers
Master
- godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting input concern.