Godot 4.7: Input Device IDs
- Mouse and keyboard are no longer device ID
0— useInputEvent.DEVICE_ID_MOUSEandInputEvent.DEVICE_ID_KEYBOARD. - NEVER compare
event.device == 0for mouse/keyboard; joypads may legitimately use ID 0.
Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.
Ask your Agent
Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-input-handling
This session only. Nothing lands on disk.
≈63 tokens on demand. Your agent reads this file only when SKILL.md points to it.
0 — use InputEvent.DEVICE_ID_MOUSE and InputEvent.DEVICE_ID_KEYBOARD.event.device == 0 for mouse/keyboard; joypads may legitimately use ID 0.Source: SKILL.md on GitHub
The skill provides comprehensive patterns for Godot input handling, but includes a medium-severity risk involving unsafe deserialization of local configuration files via bytes_to_var and str_to_var.
No alerts
Risk: LOW · No issues
1/4 files flagged
Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.
Last checked against GitHub 3 weeks ago.