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godot-input-handling — Claude Code skill for Godot input

A skill that gives your coding agent ready patterns for Godot input: InputMap actions, gamepads, rebinding, deadzones and input buffering.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-input-handling -a claude-code
Open on GitHub

What godot-input-handling does

The skill hands your agent working patterns for Godot input across keyboard, mouse, gamepad and touch. It ships as a set of GDScript files, one per scenario. Jump and dash feel is covered by input_buffer.gd, which decays the buffer in _physics_process so the window matches CharacterBody consumption instead of render FPS. Analog sticks go through analog_deadzone_manager.gd with a radial deadzone.

Rebinding lives in safe_runtime_rebind.gd: it detects conflicts and persists the layout to user://input_rebinds.cfg via ConfigFile. Separate scripts handle touch gestures, mouse capture for FPS, button prompts that follow the last active device, and combo validation. A Do-NOT-Load table says which files to keep apart — mobile gesture work does not need mouse_capture_manager.gd.

The skill is opinionated about a few things. Gameplay input belongs in _physics_process() or _unhandled_input(), because _process() is frame-rate dependent and drops presses at low FPS. Hardcoded checks like KEY_W are out: they break rebinding and non-QWERTY layouts. Mouse capture without a release shortcut traps the player. If your controls already run on hardcoded keys, that is worth a look.

What it helps with

  • wire player controls through InputMap actions instead of key checks
  • add a jump buffer so a press before landing is not lost
  • build a rebinding screen that saves to user://
  • support a gamepad with a radial deadzone and no stick drift
  • swap button prompts between keyboard and gamepad as the device changes

Example prompts for the agent

  • Set up player controls in Godot through InputMap, no hardcoded keys
  • Add a 100-150 ms jump buffer using input_buffer.gd
  • Build a rebinding screen that saves the layout to user://input_rebinds.cfg

How to install godot-input-handling

1Skills CLI (Vercel)

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-input-handling -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-input-handling/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-input-handling/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about godot-input-handling

How do I install godot-input-handling in Claude?

Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-input-handling -a claude-code. The skill then sits at ~/.claude/skills/godot-input-handling/SKILL.md.

What does godot-input-handling do?

It gives the agent patterns for Godot input: InputMap actions, InputEvent handling, gamepads, rebinding, deadzones and buffering. The agent loads the right script based on the scenario table.

Which scripts should not be loaded together?

The skill includes a Do-NOT-Load table. Mobile gestures do not need mouse_capture_manager.gd; rebinding does not need multi_touch_gestures.gd or mouse capture; a jump buffer does not need the remapper or combo validator.

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