
Godot Input Handling
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-codeInstalls 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)
| Scenario | Load before coding |
|---|---|
| Jump/dash/coyote feel | input_buffer.gd (physics-tied decay) + advanced_input_buffer.gd for multi-action priority |
| Settings remapping UI | safe_runtime_rebind.gd (ConfigFile persist to user://) |
| Analog stick movement | analog_deadzone_manager.gd — never raw axis without radial deadzone |
| "Press X / Press E" prompts | glyph_prompt_manager.gd |
| UI nav vs gameplay confirm | input_echo_filter.gd — echoes move menus, not Confirm/Back |
| Gameplay vs menu clicks | unhandled_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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