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/godot-input-handling

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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.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-input-handling

This session only. Nothing lands on disk.

referencesmigration-notes.md

≈774 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-input-handling

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

3.x → 4.0

Official: Upgrading from Godot 3 to Godot 4

  • Prefer Signal.connect(callable) over string connect (converter may leave strings).
  • InputEventWithModifiers: alt/shift/… → alt_pressed/shift_pressed/…
  • InputEventMouseButton.doubleclick → double_click.
  • Screen/window queries moved OS → DisplayServer (screen_get_size, etc.).

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • Viewports with physics picking enabled auto-mark InputEvents handled — adjust _unhandled_input gameplay handlers that expected pick events to bubble.
  • SubViewportContainer.mouse_filter behavior changed — mouse events may pass through differently; verify UI-over-world click routing.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

No skill-relevant breaking changes for this hop.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • Android motion sensors disabled by default — enable Project Settings → Input Devices → Sensors before tilt/virtual-analog input drives gameplay actions.

4.4 → 4.5

Official: Upgrading to Godot 4.5

No skill-relevant breaking changes for this hop.

4.5 → 4.6

Official: Upgrading to Godot 4.6

No skill-relevant breaking changes for this hop.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • InputEvent.DEVICE_ID_MOUSE / InputEvent.DEVICE_ID_KEYBOARD replace magic -1 / 0 for mouse and keyboard — update device routing in glyph prompts and split-screen controllers.
  • NEVER compare event.device == 0 for mouse/keyboard — joypads may legitimately use device ID 0.
  • New projects default stretch mode canvas_items + aspect expand (was disabled/keep) — retest touch/action coordinate mapping on resizable windows.

Source: SKILL.md on GitHub

1 warning17d4 checks · Risk MEDIUM
  • Gen Agent Trust Hub17d

    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.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    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.

Activeupdated 2 months ago

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