Covers the full input handling stack for Godot: InputMap actions, event processing, analog deadzones, runtime rebinding, input buffering for frame-perfect jumps, and device switching for UI prompts. The NEVER list is solid, calling out common mistakes like polling in _process() instead of _physics_process(), hardcoding keys, and using _input() for gameplay. Includes practical scripts for touch gestures, mouse capture, and hold vs toggle accessibility. If you're building anything beyond basic WASD movement, the input buffer and coyote time patterns alone will make your controls feel tighter. The glyph manager handles Xbox/PlayStation/keyboard prompt swapping automatically when players switch devices mid-session.

skills.sh installs
305
GitHub stars
464
last updated
Aug 21, 2026

Install

$ npx -y skills add thedivergentai/gd-agentic-skills --skill godot-input-handling --agent claude-code

Installs into .claude/skills of the current project.

Files

Input Handling

Handle keyboard, mouse, gamepad, and touch input with proper buffering and accessibility support.

MANDATORY script triggers (by scenario)

ScenarioLoad before coding
Jump/dash/coyote feelinput_buffer.gd (physics-tied decay) + advanced_input_buffer.gd for multi-action priority
Settings remapping UIsafe_runtime_rebind.gd (ConfigFile persist to user://)
Analog stick movementanalog_deadzone_manager.gd — never raw axis without radial deadzone
"Press X / Press E" promptsglyph_prompt_manager.gd
UI nav vs gameplay confirminput_echo_filter.gd — echoes move menus, not Confirm/Back
Gameplay vs menu clicksunhandled_input_priority.gd

Do-NOT-Load (by scenario)

Sponsors

Details

Repository
github.com/thedivergentai/gd-agentic-skills
Categories
AI & Agent Building, Design & UI/UX, Game Development
First seen
Jun 3, 2026

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