input-handling
CommunityMaster Godot 4 input handling patterns.
Authorjame581
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Godot 4 projects often struggle with inconsistent input handling across keyboard, mouse, gamepad, and touch. This Skill provides a structured, extensible approach to designing InputEvent flows, centralized Input Map configuration, and reliable action binding that reduces bugs and duplicated logic.
Core Features & Use Cases
- Understand InputEvent flow from hardware to game logic, including _input, _unhandled_input, and _unhandled_key_input callbacks.
- Configure and manage Input Map actions for keyboard and gamepad, including runtime rebinding and per-action deadzones.
- Implement both discrete (jump, interact) and continuous (movement, sprint) inputs with robust buffering and pause-aware behavior.
- Support mouse look, cursor modes, gamepad prompts, and touch input in a unified input system suitable for Godot 4.x.
- Real-world scenario: design a player controller that moves, looks around, interacts with objects, and navigates menus using a consistent input layer.
Quick Start
Configure a minimal Input Map and implement a first action to validate the setup.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: input-handling Download link: https://github.com/jame581/GodotPrompter/archive/main.zip#input-handling Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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