Implements Godot input via InputMap actions with correct event propagation, device support, and rebinding. Use when unifying input handling or replacing raw keycode checks.
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/everything-game-dev-code:godot-input-patternsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.
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.npx claudepluginhub mrcalderon3d/everything-game-dev-codeImplements input handling in Godot 4.3+ using InputEvent system, Input Map actions, controller/gamepad, mouse/touch, and action rebinding.
Designs input systems around player intent and supported device families, separating raw device input from gameplay/UI actions. Supports rebinding, context switching, and multiple control schemes.
Unity New Input System correctness patterns. Catches common mistakes with action reading (triggered vs IsPressed vs WasPressedThisFrame), action map switching, rebinding persistence, InputValue lifetime, PassThrough vs Value, local multiplayer device assignment, and control scheme auto-switching. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.