Godot Input Patterns logo

Godot Input Patterns

Community
MRCalderon3D
godot-input-patterns

Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.

Overview

PublisherMRCalderon3D
Repositoryeverything-game-dev-code
Skill namegodot-input-patterns
Stars
85
Forks
13
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by MRCalderon3D on GitHub. Read the source before you install it.

Installation

Install the Godot Input Patterns AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code.git /tmp/everything-game-dev-code
mkdir -p .claude/skills
cp -r /tmp/everything-game-dev-code/skills/godot/godot-input-patterns .claude/skills/godot-input-patterns
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Input Patterns in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Input Patterns on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Input Patterns is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Godot Input Patterns

Purpose

Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.

Use When

  • adding or unifying input handling for a Godot game
  • gameplay scripts read raw keycodes, scancodes, or joypad button indices directly
  • input behaves differently between gameplay, UI, and pause states and the propagation order is unclear

Inputs

  • list of gameplay actions (move, jump, fire, pause, confirm)
  • supported devices (keyboard/mouse, joypad, touch) per platform target
  • UI flow and pause/overlay states that consume input
  • rebinding and accessibility requirements

Process

  1. define every action in the InputMap (project settings or at startup) and bind devices to actions; gameplay code calls Input.is_action_* or handles InputEvent actions, never raw keycodes
  2. choose polling versus events deliberately: poll continuous state (movement axes via Input.get_vector) in _physics_process, and handle discrete edges (just pressed/released) through events or is_action_just_pressed
  3. respect the propagation order — _input, then Control _gui_input, then _unhandled_input — and put gameplay input in _unhandled_input so UI consumes events first; call set_input_as_handled() explicitly when a layer swallows an event
  4. handle joypads through actions with deadzone configured per action, listen to joy_connection_changed for hot-plug, and verify mappings on each exported platform
  5. for touch targets, decide between InputEventScreenTouch handling and emulate_mouse_from_touch, and keep on-screen controls as a separate Control layer bound to the same actions
  6. implement rebinding by editing InputMap at runtime (action_erase_events / action_add_event), persist bindings to user settings, and expose them through the accessibility options
  7. define how paused state affects input: which nodes keep processing via process_mode, and which actions (pause/menu) must work while the tree is paused

Outputs

  • InputMap action inventory with device bindings and deadzones
  • propagation rules: which layer handles what, in which callback
  • rebinding and persistence design
  • device and platform test scenarios (hot-plug, focus loss, touch emulation)

Quality Bar

  • no gameplay script references keycodes, scancodes, or joypad indices outside the InputMap setup
  • UI reliably consumes events before gameplay, and nothing double-handles an event after set_input_as_handled()
  • movement uses Input.get_vector (or equivalent) with per-action deadzones, not per-frame keycode checks
  • pause/menu actions keep working while the tree is paused, and nothing else does
  • rebinds survive a restart and are reflected in any input prompts shown to the player

Common Failure Modes

  • mixing _input and _process polling for the same action, double-counting presses across frames
  • gameplay input in _input so UI clicks also fire gameplay actions underneath
  • hardcoded joypad button indices that differ between controller types and platforms
  • pause menus that cannot be closed because their own input stopped processing with the tree
  • touch handled through mouse emulation only, breaking multi-touch (move plus fire) on mobile

Related Agents

  • godot-reviewer
  • gameplay-programmer
  • ui-programmer

Related Commands

  • input-review
  • godot-review
  • verify

Related Skills

  • godot-signals-patterns
  • godot-scene-architecture

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • The engine-neutral action-abstraction policy lives in engineering-common/input-abstraction; this skill is the Godot-specific implementation of it.

Frequently asked questions

What does the Godot Input Patterns AI skill do?

Implement Godot input through InputMap actions with correct event propagation, device support, and rebinding.

Why use Godot Input Patterns on TypingMind?

Because you install it once and use it with any model. Godot Input Patterns is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Input Patterns in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/godot/godot-input-patterns. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Godot Input Patterns?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Input Patterns?

As many as you like. As long as a model supports skills, you can use Godot Input Patterns with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Input Patterns AI skill free?

Yes. It is published on GitHub by MRCalderon3D under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇