Licenses
Order

Runtime Controls Remapping 0

by dastmo | MIT

A simple plugin to handle runtime input remapping for Godot 4.x

Runtime Controls Remapping for Godot 4.x A simple, lightweight plugin for quickly handling player controls remapping at runtime in Godot 4.x projects. The plugin comes with one class (ControlsRemap) that handles all the backend and can be used with your

MIDI Piano Demo 0

by Godot Foundation | MIT

This demo shows how to use InputEventMIDI by creating a piano that can be controlled by a MIDI device

This demo shows how to use InputEventMIDI by creating a piano that can be controlled by a MIDI device. This is known to work with a Yamaha MX88. The piano can also be controlled by clicking on the keys, or by manually calling the activate and deactivate

Audio Mic Record Demo 0

by Godot Foundation | MIT

This is an example showing how one can record audio from the microphone and later play it back or save it to a file

This is an example showing how one can record audio from the microphone and later play it back or save it to a file. With an addition on how to change the format, mix rate and stereo settings of the recording. Language: GDScript Renderer: Compatibility

GoInputBuffer 0

by Charles Partous | MIT

A small addon that implements input buffering

GoInputBuffer A small addon that implements input buffering. 🤔 Why use GoInputBuffer? There are a bunch of sitautions where you might want user inputs to carry over several frames when implementing certain features in games. Input latency Input combos (e

InputForge 0

by PandoraOyun | MIT

A UE5-inspired Enhanced Input System for Godot 4 (C#). Runtime context stack, a modifier + trigger pipeline, and one unified InputKey for keyboard, mouse, gamepad, axes, mouse delta, and pointer — all configured in the Inspector, no InputMap strings

InputForge A UE5-inspired Enhanced Input System for Godot 4 (C#). InputForge replaces scattered _Input handlers and hard-coded key checks with a structured, Inspector-driven pipeline: physical input sources are described as resources, transformed through

Windows Mouse Passthrough 0

by Jakub Hubáček | MIT

Enable full mouse click-through on any window style for overlays, tools, or desktop companions. GDScript-ready, no C# required

Enables mouse click passthrough on any Godot window on Windows - clicks pass through to whatever application is underneath, regardless of the window's visual style or transparency. Built for desktop overlay and widget apps where the Godot window sits on

GATO: Input Remapper 0

by Nokorpo | MPL 2.0

A tool that allows players to customize the Input Map while playing

GATO: Input Remapper This plugin is a tool that allows players to customize the Input Map while playing. It allows players that use special controllers to play your games more comfortably, and in some cases it might allow them to play when they couldn't

Godot Unified Input Detection Engine (G.U.I.D.E) 6

by Godotneers | MIT

G.U.I.D.E is an extension for the Godot Engine that allows you to easily use input from multiple sources, such as keyboard, mouse, gamepad and touch in a unified way. Gone are the days, where mouse input was handled differently from joysticks and touch was

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

Basic 3D Character Controller 0

by FriendlyCosmonaut | MIT

A basic 3D character controller with: movement system with controller support; rigged and animated demo character; fully documented player code with a simple state machine that handles animations, running and rolling; customisable settings including speed

Basic 3D Character Controller for Godot Features A simple 3D third person character controller, with a fully functional (but independent) third person camera. A simple state machine that manages animations, running, and rolling. Customisable settings in

Controls Remap 0

by KoBeWi | MIT

A Resource that will store your input mapping

ControlsRemap will store your input mapping. It's a Resource, so you can save it and load it. It supports keyboard and joypad separately. You can use it to have easily customizable controls in your game. How does it work? First enable the Controls Remap

InputManager 0

by Saulo Souza | MIT

InputManager is a plugin for Godot 4.5x used to receive and handle gamepad events, as well as to configure inputs in an easier and more practical way. Each gamepad action can be named and assigned a key to be handled according to the player's actions

InputManager - Advanced Input System for Godot 4.5+ Description InputManager is a plugin for Godot 4.5x used to receive and handle gamepad events, as well as to configure inputs in an easier and more practical way. Each gamepad action can be named and

Input Icons 0

by RcubDev | MIT

This is a godot plugin that helps to display user registered actions and controller icons into a TextureRect control by introducing a new control InputIconTextureRect. This plugin also provides a way to get an action's icon at runtime

Godot Input Icons This is a godot plugin that helps to display user registered actions and controller icons into a TextureRect control by introducing a new control InputIconTextureRect. This plugin also provides a way to get an action's icon at runtime

Controller Icons 6

by Ricardo Subtil | MIT

Automatic keyboard/mouse/controller icons and remapper for Godot

Controller Icons is a plugin that provides icons for all major controllers and keyboard/mouse actions, with an automatic icon remapping system. Features Parse input actions and assign respective icons for keyboard/mouse and controller Automatically

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