input-debounce-repeat-contract

Define deterministic InputMap action handling for edge-trigger, hold, debounce, and repeat cadence in Godot Engine.

2|Updated Feb 22, 2026
One-click install
npx skills add https://github.com/DubDev720/gdref --skill input-debounce-repeat-contract
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: input-debounce-repeat-contract
Source: https://github.com/DubDev720/gdref/tree/main/godot-skills/godot-tertiary/input-debounce-repeat-contract
Command: npx skills add https://github.com/DubDev720/gdref --skill input-debounce-repeat-contract

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill addresses issues where input actions trigger too frequently, ensuring consistent hold and repeat behavior across different input devices.

Core Features & Use Cases

  • Consistent Input: Guarantees that input actions behave predictably whether triggered by a mouse click, keyboard press, or controller button.
  • Refactored Input Logic: Helps in organizing player and UI input handling by routing through shared InputMap actions.
  • Use Case: When developing a game, you want the jump action to trigger only once per press, but a continuous fire action to repeat at a steady rate when held down, regardless of whether the player uses a keyboard or a gamepad.

Quick Start

Configure the input-debounce-repeat-contract skill to manage the 'fire' action with a repeat cadence of 0.1 seconds.

Frequently Asked Questions about input-debounce-repeat-contract

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I handle input actions in Godot so they trigger only once per press instead of firing continuously?

Edge-trigger input handling in Godot ensures actions fire once per press. By separating edge-trigger behavior from hold and repeat logic, you guarantee predictable input event management across keyboard, mouse, and controller devices.

What is the best way to set up a repeat cadence for a held fire action in Godot?

Repeat cadence for held actions in Godot defines steady intervals between triggers. Routing through shared InputMap actions lets continuous fire repeat at a configured rate, like 0.1 seconds, regardless of the input device used.

Why does my Godot game input behave inconsistently between gamepad and keyboard presses?

Inconsistent input behavior in Godot happens when actions lack unified handling. Defining deterministic InputMap action semantics guarantees consistent hold, debounce, and repeat behavior across different input devices like gamepads and keyboards.

Can I use InputMap actions for both player controls and UI interactions in Godot?

InputMap actions in Godot support both player and UI interactions. Using InputMap action names as the sole external surface refactors input logic, organizing event management for deterministic game development and UI interactions.

Does deterministic input handling require debounce logic for Godot InputMap actions?

Deterministic input handling in Godot uses debounce logic to prevent actions from triggering too frequently. Debounce semantics ensure consistent edge-trigger and hold behavior, managing precise input events across devices.