Individual skill
input-handling
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
skills/input-handling/SKILL.md
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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
- gdscript Repository topic
- godot Repository topic
- godot-4 Repository topic
- godot-engine Repository topic
- engineering Derived category
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SKILL.mdcore · 13,774 bytesSKILL.mdcore · 13,774 bytesSKILL.mdcore · 13,774 bytesSKILL.mdcore · 13,774 bytesreferences/action-rebinding.mddoc · 6,180 bytesreferences/event-propagation.mddoc · 1,453 bytesreferences/gamepad.mddoc · 6,598 bytesreferences/input-buffering.mddoc · 1,614 bytesreferences/mouse.mddoc · 4,510 bytesreferences/touch.mddoc · 3,212 bytes
Read excerpt
# 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.
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## 1. Core Concepts
### Input Flow
```
Hardware Event (key, mouse, gamepad)