Description
Changelog
Reviews (5)
- Unified input detection and handling from multiple sources (keyboard, mouse, gamepad, touch, etc.). All inputs are used in the same way in your game code.
- Inputs can be modified before being fed into your game code (e.g. for joystick dead-zones, sensitivity, inversion, conversion to 2D/3D coordinates, etc.).
- Inputs can be assigned to actions and these actions trigger on various conditions (e.g. tap, hold, press, release, combos etc.). Multiple input contexts can be defined, which can be enabled/disabled at runtime. This allows you to easily switch between different input schemes (e.g. in-game, menu, driving, flying, walking, etc.).
- Overlapping input is automatically prioritized, such that input like LT+A will have precedence over just A.
- Supports both event-based and polling-based input handling, like Godot’s built-in input system.
- Full support for input rebinding at runtime including collision handling.
- Built-in support for displaying input prompts in your game. These prompts support complex input combinations (e.g. LT+A or combos like A > B > A > X > Y). Prompts can be displayed both as text and as icons. Icons will automatically reflect the actual input device being used (e.g. XBox controller, Playstation controller, keyboard, joystick, etc.).
- Works nicely alongside Godot’s built-in input system, so you can use both in parallel if needed. Can also inject action events into Godot’s input system.
Changelog for version v0.13.0
No changelog provided for this version.
Reviews
This is a must have addon!
Really nice and greatly explained on youtube & docs
Nice and easy to use
Must-have addon for most projects! Makes input management clearer, more flexible, and more expressive. Plus, it comes with well-detailed tutorials on the Godotneers YouTube channel.
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