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godot-input-patterns
Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.
Define creation, naming, and replacement rules for placeholder assets so the game is testable before final art exists.
Compose Godot 3D scenes with sound Node3D structure, cameras, physics bodies, environment ownership, and 3D performance patterns.
Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.
Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
| name | godot-input-patterns |
| description | Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding. |
| origin | everything-game-dev-code |
| category | godot |
Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.
Input.is_action_* or handles InputEvent actions, never raw keycodesInput.get_vector) in _physics_process, and handle discrete edges (just pressed/released) through events or is_action_just_pressed_input, then Control _gui_input, then _unhandled_input — and put gameplay input in _unhandled_input so UI consumes events first; call set_input_as_handled() explicitly when a layer swallows an eventjoy_connection_changed for hot-plug, and verify mappings on each exported platformInputEventScreenTouch handling and emulate_mouse_from_touch, and keep on-screen controls as a separate Control layer bound to the same actionsaction_erase_events / action_add_event), persist bindings to user settings, and expose them through the accessibility optionsprocess_mode, and which actions (pause/menu) must work while the tree is pausedset_input_as_handled()Input.get_vector (or equivalent) with per-action deadzones, not per-frame keycode checks_input and _process polling for the same action, double-counting presses across frames_input so UI clicks also fire gameplay actions underneathengineering-common/input-abstraction; this skill is the Godot-specific implementation of it.