- Input Handling
- Handle keyboard, mouse, gamepad, and touch input with proper buffering and accessibility support.
- Available Scripts
- input_buffer.gd
- Input buffering for responsive controls - buffers actions for 150ms to ensure tight game feel.
- input_remapper
- Runtime input rebinding with conflict detection and save/load persistence.
- MANDATORY - For Responsive Controls
- Read input_buffer.gd before implementing jump/dash mechanics. NEVER Do in Input Handling NEVER poll input in _process() for gameplay actions — Use _physics_process() or _unhandled_input() _process()` = frame-rate dependent, causes input drops at low FPS. NEVER use hardcoded key checks ( KEY_W , KEY_SPACE ) — Use InputMap actions. Hardcoded keys = no rebinding, breaks non-QWERTY keyboards. NEVER ignore controller deadzones — Stick drift at 0.05 magnitude = character walks alone. ALWAYS implement Input.get_axis() with 0.15-0.2 deadzone. NEVER assume single input device — Player might switch keyboard → gamepad mid-session. Listen to Input.joy_connection_changed and update UI prompts dynamically. NEVER use //_input() for gameplay actions — _input() fires for ALL events (including UI). Use _unhandled_input() which only fires if UI didn't consume the event. NEVER forget input buffering for responsive controls — Player presses jump 50ms before landing? Without buffer, jump is lost. Buffer inputs for 100-150ms for tight game-feel. InputMap Actions Setup: Project Settings → Input Map → Add action
Check if action pressed this frame
if Input . is_action_just_pressed ( "jump" ) : jump ( )
Check if action held
if Input . is_action_pressed ( "fire" ) : shoot ( )
Check if action released
if Input . is_action_just_released ( "jump" ) : release_jump ( )
Get axis (-1 to 1)
var direction := Input . get_axis ( "move_left" , "move_right" )
Get vector
var input_vector := Input . get_vector ( "left" , "right" , "up" , "down" ) InputEvent Processing func _input ( event : InputEvent ) -> void : if event is InputEventKey : if event . keycode == KEY_ESCAPE and event . pressed : pause_game ( ) if event is InputEventMouseButton : if event . button_index == MOUSE_BUTTON_LEFT and event . pressed : click_position = event . position Gamepad Support
Detect controller connection
func _ready ( ) -> void : Input . joy_connection_changed . connect ( _on_joy_connection_changed ) func _on_joy_connection_changed ( device : int , connected : bool ) -> void : if connected : print ( "Controller " , device , " connected" ) Reference Godot Docs: InputEvent Related Master Skill: godot-master