Description
Changelog
Reviews (10)
- 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 v0.14.0
2026-07-14 17:11:39
No changelog provided for this version.