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input-handling
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
| name | input-handling |
| description | Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture |
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: player-controller for movement driven by input, godot-ui for UI input focus and navigation, save-load for persisting custom key bindings, responsive-ui for touch vs desktop input adaptation, xr-development for XR controller and hand tracking input, mobile-development for mobile sensors and app lifecycle.
Hardware Event (key, mouse, gamepad)
↓
Engine converts to InputEvent
↓
_input() ← raw input, runs first
↓
_shortcut_input() ← for global shortcuts
↓
UI Control nodes ← buttons, sliders consume events
↓
_unhandled_key_input() ← unhandled key-only events
↓
_unhandled_input() ← game input (movement, actions)
| Method | Use For | When It Runs |
|---|---|---|
_input() | Camera look, global hotkeys | First — before everything |
_shortcut_input() | Global shortcuts (pause, screenshot) | After _input, before UI |
_unhandled_key_input() | Key-only events that UI didn't consume | After UI, keys only |
_unhandled_input() | Gameplay actions (jump, attack, interact) | Last — after UI consumes |
Input.is_action_pressed() in _physics_process() | Continuous movement | N/A — polling, not event-driven |
Rule of thumb: Use _unhandled_input() for discrete game actions (jump, attack). Use Input polling in _physics_process() for continuous movement. Use _input() only when you need input before UI consumes it (e.g., mouse look).
InputEvent
├── InputEventKey ← keyboard
├── InputEventMouseButton ← mouse clicks
├── InputEventMouseMotion ← mouse movement
├── InputEventJoypadButton ← gamepad buttons
├── InputEventJoypadMotion ← gamepad sticks/triggers
├── InputEventScreenTouch ← touchscreen tap
├── InputEventScreenDrag ← touchscreen drag
├── InputEventAction ← synthetic action events
├── InputEventMIDI ← MIDI devices
└── InputEventGesture ← pinch, pan gestures
├── InputEventMagnifyGesture
└── InputEventPanGesture
Define actions in Project > Project Settings > Input Map instead of checking raw keycodes. This decouples game logic from specific keys and enables rebinding.
Godot ships with ui_* actions: ui_accept, ui_cancel, ui_left, ui_right, ui_up, ui_down, etc. These are used by UI controls for keyboard navigation. You can use them for gameplay but creating custom actions is preferred to avoid conflicts.
Actions can be created at runtime with InputMap.add_action() + InputMap.action_add_event() — typically in an autoload _ready(), guarded by InputMap.has_action(). Define actions in the editor Input Map; only add them in code for dynamically generated bindings or mod support.
See references/action-rebinding.md for the GDScript and C# snippet.
Use descriptive, game-specific names instead of key names:
| Good | Bad | Why |
|---|---|---|
move_left | press_a | Decoupled from physical key |
attack | left_click | Works for mouse and gamepad |
interact | press_e | Rebindable without changing logic |
sprint | hold_shift | Input-agnostic |
pause | press_escape | Can map to gamepad Start button too |
Use _unhandled_input() for one-shot actions: jump, attack, interact, pause.
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("jump"):
_jump()
get_viewport().set_input_as_handled() # prevent further propagation
if event.is_action_pressed("interact"):
_interact()
if event.is_action_pressed("pause"):
get_tree().paused = not get_tree().paused
get_viewport().set_input_as_handled()
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed("jump"))
{
Jump();
GetViewport().SetInputAsHandled();
}
if (@event.IsActionPressed("interact"))
Interact();
if (@event.IsActionPressed("pause"))
{
GetTree().Paused = !GetTree().Paused;
GetViewport().SetInputAsHandled();
}
}
Use Input singleton in _physics_process() for held buttons and analog axes.
func _physics_process(delta: float) -> void:
# Movement vector from 4 directional actions
var direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = direction * speed
# Check if a button is held
if Input.is_action_pressed("sprint"):
velocity *= 1.5
move_and_slide()
public override void _PhysicsProcess(double delta)
{
Vector2 direction = Input.GetVector("move_left", "move_right", "move_up", "move_down");
Velocity = direction * Speed;
if (Input.IsActionPressed("sprint"))
Velocity *= 1.5f;
MoveAndSlide();
}
| Method | Returns | Use For |
|---|---|---|
Input.is_action_pressed() | bool | Held buttons (sprint, crouch, fire) |
Input.is_action_just_pressed() | bool | One-shot triggers (jump, interact) |
Input.is_action_just_released() | bool | Release triggers (variable jump cut) |
Input.get_action_strength() | float | Analog pressure (0.0–1.0) |
Input.get_axis() | float | Single axis (-1.0 to 1.0) |
Input.get_vector() | Vector2 | 2D direction, normalized |
event.is_action_pressed() | bool | Check in _unhandled_input callback |
event.is_action_released() | bool | Check in _unhandled_input callback |
Input.is_action_just_pressed()in_physics_process()can miss inputs if the physics framerate is lower than the render framerate. For reliability, catch one-shot actions in_unhandled_input()and set a flag, or use the input buffering pattern below.
Buffer discrete actions so they aren't lost between physics frames: catch the action in _unhandled_input(), set a flag with a short timer (0.1 s is typical), and consume the flag in _physics_process().
See references/input-buffering.md for the full GDScript and C# jump-buffer implementation.
InputEventMouseMotion.relative for camera look (with Input.MOUSE_MODE_CAPTURED), InputEventMouseButton for clicks. Mouse modes: VISIBLE, HIDDEN, CAPTURED, CONFINED. Custom cursor via Input.set_custom_mouse_cursor(texture, shape, hotspot).
See references/mouse.md for the full GDScript and C# recipes (camera-look with sensitivity + invert toggle, mouse-mode switching, button events, custom cursor with shape variants).
Input.get_connected_joypads() for runtime detection, Input.joy_connection_changed signal for hot-plug. Use Input Map actions with joypad button events for portability. Analog sticks: Input.get_vector("left", "right", "up", "down", deadzone) returns a length-clamped Vector2 with built-in deadzone.
See references/gamepad.md for the GDScript and C# recipes (controller detection, deadzone analog reading, vibration via
start_joy_vibration, motion sensors, detecting last-input-device for UI prompt swapping).
Godot 4.7+: Joypad motion sensors —
Input.get_joy_accelerometer(device)/get_joy_gyroscope(device)(bothVector3), guarded byhas_joy_motion_sensors()and enabled withset_joy_motion_sensors_enabled(); recipe in references/gamepad.md. Vibration is now queryable —Input.has_joy_vibration(device)plusget_joy_vibration_strength/duration/remaining_duration().JoyButtongainsJOY_BUTTON_MISC2(21) throughJOY_BUTTON_MISC6(25) (C#:JoyButton.Misc2…). New project settinginput_devices/joypads/ignore_joypad_on_unfocused_application(defaultfalse) ignores joypad input (including motion sensors) and LED changes and stops vibration while the app is unfocused.
InputEventScreenTouch for tap/release, InputEventScreenDrag for finger drag. Multi-touch tracked by event.index. Enable Project Settings → Input Devices → Pointing → Emulate Touch From Mouse to test on desktop.
See references/touch.md for the GDScript and C# basic touch event handling and the emulate-touch-from-mouse setting.
Godot 4.7 adds a built-in VirtualJoystick Control node for on-screen touch joysticks. Add it to a CanvasLayer, point its action_up/down/left/right properties (StringName, defaults &"ui_up" etc.) at your movement actions, and it triggers those actions like a physical stick.
@onready var joystick: VirtualJoystick = $CanvasLayer/VirtualJoystick
func _ready() -> void:
joystick.action_left = &"move_left"
joystick.action_right = &"move_right"
joystick.action_up = &"move_up"
joystick.action_down = &"move_down"
joystick.joystick_mode = VirtualJoystick.JOYSTICK_DYNAMIC # recenters on touch
joystick.visibility_mode = VirtualJoystick.VISIBILITY_WHEN_TOUCHED
func _physics_process(_delta: float) -> void:
# The joystick drives the actions — normal polling just works
var direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
private VirtualJoystick _joystick;
public override void _Ready()
{
_joystick = GetNode<VirtualJoystick>("CanvasLayer/VirtualJoystick");
_joystick.ActionLeft = "move_left";
_joystick.ActionRight = "move_right";
_joystick.ActionUp = "move_up";
_joystick.ActionDown = "move_down";
_joystick.JoystickMode = VirtualJoystick.JoystickModeEnum.Dynamic;
_joystick.VisibilityMode = VirtualJoystick.VisibilityModeEnum.WhenTouched;
}
public override void _PhysicsProcess(double delta)
{
Vector2 direction = Input.GetVector("move_left", "move_right", "move_up", "move_down");
}
Tune deadzone_ratio (default 0.0 — InputMap action deadzones apply on top), clampzone_ratio (1.0), joystick_size (100.0 px), and tip_size (50.0 px); restyle via the normal_joystick/normal_tip and pressed_joystick/pressed_tip StyleBox theme slots. The released(input_vector) and flicked(input_vector) signals report final direction and strength.
Three steps: (1) capture the user's chosen key via _input while in "rebinding" mode, (2) call InputMap.action_erase_events(action) then InputMap.action_add_event(action, new_event), (3) persist via ConfigFile and reload on launch.
See references/action-rebinding.md for the full GDScript and C# rebinding flow including ConfigFile save/load and the typical "press a key" capture UI.
Input propagates in reverse scene tree order (deepest child first, root last); call get_viewport().set_input_as_handled() after consuming an event to stop it reaching other nodes. During pause, only nodes with process_mode = PROCESS_MODE_ALWAYS receive input.
See references/event-propagation.md for the GDScript and C# recipes (stopping propagation, node processing order, receiving input while paused).
| Symptom | Cause | Fix |
|---|---|---|
| Action not recognized | Action name not defined in Input Map | Add the action in Project > Project Settings > Input Map |
is_action_just_pressed() misses input | Called in _physics_process at low tick rate | Catch discrete actions in _unhandled_input() instead |
| Input still fires when UI is open | Using _input() instead of _unhandled_input() | Switch to _unhandled_input() so UI consumes events first |
| Mouse look works through menus | Mouse motion in _input() without mode check | Guard with if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED |
| Gamepad stick drifts | Deadzone too low or not set | Set deadzone per-action in Input Map (0.2 is a good default) |
| Controller not detected | Not connected before game start | Connect joy_connection_changed signal, handle hot-plug |
| Key rebinding captures modifier keys | No filter for Shift/Ctrl/Alt alone | Skip events where keycode is a modifier key |
| Touch input doesn't work on desktop | "Emulate Touch From Mouse" is disabled | Enable in Project Settings > Input Devices > Pointing |
| Input fires during pause | Node process_mode is INHERIT (pauses with parent) | Set pause menu to PROCESS_MODE_ALWAYS |
| Action triggers twice per press | Same action checked in both _input and _unhandled_input | Pick one callback per action |
⚠️ Changed in Godot 4.7: Mouse and keyboard device IDs changed from
0toInputEvent.DEVICE_ID_MOUSE(32) andInputEvent.DEVICE_ID_KEYBOARD(16), because some joypads use0as their device ID. Code checkingevent.device == 0to detect keyboard/mouse input silently breaks — compare against the constants or check the event type (event is InputEventKey) instead. See the 4.7 migration guide.
_unhandled_input(), not polling in _physics_process()Input.get_vector() / Input.is_action_pressed() in _physics_process()Input.mouse_mode == MOUSE_MODE_CAPTURED to avoid rotating through menusprocess_mode = PROCESS_MODE_ALWAYS to receive input while pausedget_viewport().set_input_as_handled() is called after consuming events that shouldn't propagateuser:// on game launch