Agent skill

Input Handling

by jame581 in jame581/GodotPrompter

A skill your agent uses when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

MITAuto-check passedGame Development

Install Input Handling

skills CLI
$ npx skills add jame581/GodotPrompter --skill input-handling -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter input-handling --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/input-handling .claude/skills/input-handling && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
input-handling
GitHub stars
799
Token cost
~3.8k tokens
SKILL.md length
1,235 words
Files
7 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

  • Works in 10 steps: Core Concepts → Input Map Setup → Reading Input — Events vs Polling → …
  • Implementing input — InputEvent system
  • SKILL.md covers 1. Core Concepts, 2. Input Map Setup, 3. Reading Input — Events vs… and 4. Mouse Input, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Input Handling is an agent skill from jame581/GodotPrompter. Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `references/action-rebinding.md`, `references/event-propagation.md` and `references/gamepad.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Implementing input — InputEvent system
  • Input Map actions
  • Controllers/gamepads
  • Action rebinding

Example prompts

  • “/input-handling”

Workflow steps

10 steps, taken from the step headings in SKILL.md.

  1. Core Concepts
  2. Input Map Setup
  3. Reading Input — Events vs Polling
  4. Mouse Input
  5. Controller / Gamepad Support
  6. Touch Input
  7. Action Rebinding at Runtime
  8. Consuming and Propagating Input
  9. Common Pitfalls
  10. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Input Handling loads about 3.8k tokens when it runs, and up to ~9.2k if it reads all its reference files. Until then it costs about 40 tokens; SKILL.md has 1,235 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~40
When it runs · the whole SKILL.md, loaded when a task matches
~3.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~9.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,235 words, ~3,779 tokens.

Download SKILL.mdSave it as .claude/skills/input-handling/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
input-handling
description
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

Input Handling in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: player-controller for movement driven by input, godot-ui for UI input focus and navigation, save-load for persisting custom key bindings, responsive-ui for touch vs desktop input adaptation, xr-development for XR controller and hand tracking input, mobile-development for mobile sensors and app lifecycle.


1. Core Concepts

Input Flow
Hardware Event (key, mouse, gamepad)
    ↓
Engine converts to InputEvent
    ↓
_input()              ← raw input, runs first
    ↓
_shortcut_input()     ← for global shortcuts
    ↓
UI Control nodes      ← buttons, sliders consume events
    ↓
_unhandled_key_input() ← unhandled key-only events
    ↓
_unhandled_input()    ← game input (movement, actions)
Where to Handle Input
MethodUse ForWhen It Runs
_input()Camera look, global hotkeysFirst — before everything
_shortcut_input()Global shortcuts (pause, screenshot)After _input, before UI
_unhandled_key_input()Key-only events that UI didn't consumeAfter UI, keys only
_unhandled_input()Gameplay actions (jump, attack, interact)Last — after UI consumes
Input.is_action_pressed() in _physics_process()Continuous movementN/A — polling, not event-driven

Rule of thumb: Use _unhandled_input() for discrete game actions (jump, attack). Use Input polling in _physics_process() for continuous movement. Use _input() only when you need input before UI consumes it (e.g., mouse look).

InputEvent Hierarchy
InputEvent
├── InputEventKey              ← keyboard
├── InputEventMouseButton      ← mouse clicks
├── InputEventMouseMotion      ← mouse movement
├── InputEventJoypadButton     ← gamepad buttons
├── InputEventJoypadMotion     ← gamepad sticks/triggers
├── InputEventScreenTouch      ← touchscreen tap
├── InputEventScreenDrag       ← touchscreen drag
├── InputEventAction           ← synthetic action events
├── InputEventMIDI             ← MIDI devices
└── InputEventGesture          ← pinch, pan gestures
    ├── InputEventMagnifyGesture
    └── InputEventPanGesture

2. Input Map Setup

Define actions in Project > Project Settings > Input Map instead of checking raw keycodes. This decouples game logic from specific keys and enables rebinding.

Default Project Actions

Godot ships with ui_* actions: ui_accept, ui_cancel, ui_left, ui_right, ui_up, ui_down, etc. These are used by UI controls for keyboard navigation. You can use them for gameplay but creating custom actions is preferred to avoid conflicts.

Adding Actions in Code

Actions can be created at runtime with InputMap.add_action() + InputMap.action_add_event() — typically in an autoload _ready(), guarded by InputMap.has_action(). Define actions in the editor Input Map; only add them in code for dynamically generated bindings or mod support.

See references/action-rebinding.md for the GDScript and C# snippet.

Use descriptive, game-specific names instead of key names:

GoodBadWhy
move_leftpress_aDecoupled from physical key
attackleft_clickWorks for mouse and gamepad
interactpress_eRebindable without changing logic
sprinthold_shiftInput-agnostic
pausepress_escapeCan map to gamepad Start button too

3. Reading Input — Events vs Polling

Event-Driven (Discrete Actions)

Use _unhandled_input() for one-shot actions: jump, attack, interact, pause.

GDScript
gdscript
func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("jump"):
        _jump()
        get_viewport().set_input_as_handled()  # prevent further propagation

    if event.is_action_pressed("interact"):
        _interact()

    if event.is_action_pressed("pause"):
        get_tree().paused = not get_tree().paused
        get_viewport().set_input_as_handled()
C#
csharp
public override void _UnhandledInput(InputEvent @event)
{
    if (@event.IsActionPressed("jump"))
    {
        Jump();
        GetViewport().SetInputAsHandled();
    }

    if (@event.IsActionPressed("interact"))
        Interact();

    if (@event.IsActionPressed("pause"))
    {
        GetTree().Paused = !GetTree().Paused;
        GetViewport().SetInputAsHandled();
    }
}
Polling (Continuous Input)

Use Input singleton in _physics_process() for held buttons and analog axes.

GDScript
gdscript
func _physics_process(delta: float) -> void:
    # Movement vector from 4 directional actions
    var direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
    velocity = direction * speed

    # Check if a button is held
    if Input.is_action_pressed("sprint"):
        velocity *= 1.5

    move_and_slide()
C#
csharp
public override void _PhysicsProcess(double delta)
{
    Vector2 direction = Input.GetVector("move_left", "move_right", "move_up", "move_down");
    Velocity = direction * Speed;

    if (Input.IsActionPressed("sprint"))
        Velocity *= 1.5f;

    MoveAndSlide();
}
Key Input Methods
MethodReturnsUse For
Input.is_action_pressed()boolHeld buttons (sprint, crouch, fire)
Input.is_action_just_pressed()boolOne-shot triggers (jump, interact)
Input.is_action_just_released()boolRelease triggers (variable jump cut)
Input.get_action_strength()floatAnalog pressure (0.0–1.0)
Input.get_axis()floatSingle axis (-1.0 to 1.0)
Input.get_vector()Vector22D direction, normalized
event.is_action_pressed()boolCheck in _unhandled_input callback
event.is_action_released()boolCheck in _unhandled_input callback

Input.is_action_just_pressed() in _physics_process() can miss inputs if the physics framerate is lower than the render framerate. For reliability, catch one-shot actions in _unhandled_input() and set a flag, or use the input buffering pattern below.

Input Buffering

Buffer discrete actions so they aren't lost between physics frames: catch the action in _unhandled_input(), set a flag with a short timer (0.1 s is typical), and consume the flag in _physics_process().

See references/input-buffering.md for the full GDScript and C# jump-buffer implementation.


4. Mouse Input

InputEventMouseMotion.relative for camera look (with Input.MOUSE_MODE_CAPTURED), InputEventMouseButton for clicks. Mouse modes: VISIBLE, HIDDEN, CAPTURED, CONFINED. Custom cursor via Input.set_custom_mouse_cursor(texture, shape, hotspot).

See references/mouse.md for the full GDScript and C# recipes (camera-look with sensitivity + invert toggle, mouse-mode switching, button events, custom cursor with shape variants).


5. Controller / Gamepad Support

Input.get_connected_joypads() for runtime detection, Input.joy_connection_changed signal for hot-plug. Use Input Map actions with joypad button events for portability. Analog sticks: Input.get_vector("left", "right", "up", "down", deadzone) returns a length-clamped Vector2 with built-in deadzone.

See references/gamepad.md for the GDScript and C# recipes (controller detection, deadzone analog reading, vibration via start_joy_vibration, motion sensors, detecting last-input-device for UI prompt swapping).

Godot 4.7+: Joypad motion sensors — Input.get_joy_accelerometer(device) / get_joy_gyroscope(device) (both Vector3), guarded by has_joy_motion_sensors() and enabled with set_joy_motion_sensors_enabled(); recipe in references/gamepad.md. Vibration is now queryable — Input.has_joy_vibration(device) plus get_joy_vibration_strength/duration/remaining_duration(). JoyButton gains JOY_BUTTON_MISC2 (21) through JOY_BUTTON_MISC6 (25) (C#: JoyButton.Misc2…). New project setting input_devices/joypads/ignore_joypad_on_unfocused_application (default false) ignores joypad input (including motion sensors) and LED changes and stops vibration while the app is unfocused.


6. Touch Input

InputEventScreenTouch for tap/release, InputEventScreenDrag for finger drag. Multi-touch tracked by event.index. Enable Project Settings → Input Devices → Pointing → Emulate Touch From Mouse to test on desktop.

See references/touch.md for the GDScript and C# basic touch event handling and the emulate-touch-from-mouse setting.

VirtualJoystick (Godot 4.7+)

Godot 4.7 adds a built-in VirtualJoystick Control node for on-screen touch joysticks. Add it to a CanvasLayer, point its action_up/down/left/right properties (StringName, defaults &"ui_up" etc.) at your movement actions, and it triggers those actions like a physical stick.

gdscript
@onready var joystick: VirtualJoystick = $CanvasLayer/VirtualJoystick

func _ready() -> void:
    joystick.action_left = &"move_left"
    joystick.action_right = &"move_right"
    joystick.action_up = &"move_up"
    joystick.action_down = &"move_down"
    joystick.joystick_mode = VirtualJoystick.JOYSTICK_DYNAMIC  # recenters on touch
    joystick.visibility_mode = VirtualJoystick.VISIBILITY_WHEN_TOUCHED

func _physics_process(_delta: float) -> void:
    # The joystick drives the actions — normal polling just works
    var direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
csharp
private VirtualJoystick _joystick;

public override void _Ready()
{
    _joystick = GetNode<VirtualJoystick>("CanvasLayer/VirtualJoystick");
    _joystick.ActionLeft = "move_left";
    _joystick.ActionRight = "move_right";
    _joystick.ActionUp = "move_up";
    _joystick.ActionDown = "move_down";
    _joystick.JoystickMode = VirtualJoystick.JoystickModeEnum.Dynamic;
    _joystick.VisibilityMode = VirtualJoystick.VisibilityModeEnum.WhenTouched;
}

public override void _PhysicsProcess(double delta)
{
    Vector2 direction = Input.GetVector("move_left", "move_right", "move_up", "move_down");
}

Tune deadzone_ratio (default 0.0 — InputMap action deadzones apply on top), clampzone_ratio (1.0), joystick_size (100.0 px), and tip_size (50.0 px); restyle via the normal_joystick/normal_tip and pressed_joystick/pressed_tip StyleBox theme slots. The released(input_vector) and flicked(input_vector) signals report final direction and strength.


Show full SKILL.md (459 more words)Show less

7. Action Rebinding at Runtime

Three steps: (1) capture the user's chosen key via _input while in "rebinding" mode, (2) call InputMap.action_erase_events(action) then InputMap.action_add_event(action, new_event), (3) persist via ConfigFile and reload on launch.

See references/action-rebinding.md for the full GDScript and C# rebinding flow including ConfigFile save/load and the typical "press a key" capture UI.


8. Consuming and Propagating Input

Input propagates in reverse scene tree order (deepest child first, root last); call get_viewport().set_input_as_handled() after consuming an event to stop it reaching other nodes. During pause, only nodes with process_mode = PROCESS_MODE_ALWAYS receive input.

See references/event-propagation.md for the GDScript and C# recipes (stopping propagation, node processing order, receiving input while paused).


9. Common Pitfalls

SymptomCauseFix
Action not recognizedAction name not defined in Input MapAdd the action in Project > Project Settings > Input Map
is_action_just_pressed() misses inputCalled in _physics_process at low tick rateCatch discrete actions in _unhandled_input() instead
Input still fires when UI is openUsing _input() instead of _unhandled_input()Switch to _unhandled_input() so UI consumes events first
Mouse look works through menusMouse motion in _input() without mode checkGuard with if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED
Gamepad stick driftsDeadzone too low or not setSet deadzone per-action in Input Map (0.2 is a good default)
Controller not detectedNot connected before game startConnect joy_connection_changed signal, handle hot-plug
Key rebinding captures modifier keysNo filter for Shift/Ctrl/Alt aloneSkip events where keycode is a modifier key
Touch input doesn't work on desktop"Emulate Touch From Mouse" is disabledEnable in Project Settings > Input Devices > Pointing
Input fires during pauseNode process_mode is INHERIT (pauses with parent)Set pause menu to PROCESS_MODE_ALWAYS
Action triggers twice per pressSame action checked in both _input and _unhandled_inputPick one callback per action

⚠️ Changed in Godot 4.7: Mouse and keyboard device IDs changed from 0 to InputEvent.DEVICE_ID_MOUSE (32) and InputEvent.DEVICE_ID_KEYBOARD (16), because some joypads use 0 as their device ID. Code checking event.device == 0 to detect keyboard/mouse input silently breaks — compare against the constants or check the event type (event is InputEventKey) instead. See the 4.7 migration guide.


10. Implementation Checklist

  • All gameplay actions are defined in the Input Map — no raw keycodes in game logic
  • Discrete actions (jump, attack) use _unhandled_input(), not polling in _physics_process()
  • Continuous input (movement, sprint) uses Input.get_vector() / Input.is_action_pressed() in _physics_process()
  • Mouse look guards on Input.mouse_mode == MOUSE_MODE_CAPTURED to avoid rotating through menus
  • Each Input Map action has both keyboard and gamepad bindings for controller support
  • Gamepad deadzone is set per-action in Input Map (default 0.2)
  • Pause menu node has process_mode = PROCESS_MODE_ALWAYS to receive input while paused
  • get_viewport().set_input_as_handled() is called after consuming events that shouldn't propagate
  • Input device detection exists if showing keyboard vs gamepad UI prompts
  • Key rebinding saves to and loads from user:// on game launch

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 6 other files (references) in skills/input-handling of jame581/GodotPrompter.

  • SKILL.md
  • references/action-rebinding.md
  • references/event-propagation.md
  • references/gamepad.md
  • references/input-buffering.md
  • references/mouse.md
  • references/touch.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Input Handling next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Input Handling compared with similar skills
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Input Handling this skilljame581/GodotPrompter799—~3.8kAutomated safety check: PassMIT
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Godot UI Integrationzimo-xiao-zheng/godot-ui-integration277—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Input Handling

What does Input Handling do?

A skill your agent uses when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture. Input Handling is an agent skill from jame581/GodotPrompter.

When should I use Input Handling?

Input Handling fits situations like: implementing input — InputEvent system; input Map actions; controllers/gamepads; action rebinding.

How do I install Input Handling in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill input-handling -a claude-code`. Or copy the skill folder (skills/input-handling in jame581/GodotPrompter) into .claude/skills/input-handling in your project. Claude Code loads it when a task matches its description.

How do I install Input Handling in Codex?

Run `npx skills add jame581/GodotPrompter --skill input-handling -a codex`. Or copy the skill folder (skills/input-handling in jame581/GodotPrompter) into .agents/skills/input-handling in your project. Codex loads it when a task matches its description.

Can I use Input Handling in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill input-handling -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/input-handling, .gemini/skills/input-handling, .github/skills/input-handling and .opencode/skills/input-handling in your project.

What does Input Handling need to run?

SKILL.md names no scripts, command-line tools or credentials: Input Handling is instructions for the agent only.

Does Input Handling access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Input Handling safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Input Handling use?

Input Handling is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Input Handling use?

About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.4k tokens, read only when the agent opens those files.

What are the alternatives to Input Handling?

Skills that share tags, products or a category with Input Handling: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 277 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Input Handling?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.