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godot-input-patterns
Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.
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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Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.
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。
基于 SOC 职业分类
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.