Runtime Controls Remapping
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
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
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
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
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
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
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)
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
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
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
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
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
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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