What problem does it solve?
This Skill addresses the challenge of implementing and managing input systems in Godot 4.3+ games, providing a deep dive into input architecture, event handling, and mapping.
Core Features & Use Cases
- Input Architecture: Explains the input flow from hardware events to game logic, including the hierarchy of InputEvents.
- Input Map Setup: Walks through setting up actions and mapping them to keyboard, mouse, gamepad, and touch inputs.
- Event-Driven vs Polling: Discusses the differences between event-driven and polling methods for handling input.
- Mouse and Gamepad Support: Details mouse input modes, button events, and gamepad detection and input handling.
- Touch Input: Covers touch event handling and the option to emulate touch from mouse for desktop testing.
- Action Rebinding: Explains how to dynamically rebind actions at runtime for customization.
- Consuming and Propagating Input: Offers insights into event propagation, stopping propagation, and handling paused input.
- Common Pitfalls: Lists common mistakes and their solutions, helping developers avoid common pitfalls.
- Implementation Checklist: Provides a checklist to ensure a comprehensive implementation of input handling.
Quick Start
Use the godot-input-handling skill to implement a basic input system for a Godot game, starting with defining actions in the Input Map and handling keyboard inputs in the _unhandled_input() method.