Godot Input Handling

🌐Community
by thedivergentai · vlatest · Repository

This skill streamlines Godot input management, simplifying complex mappings and improving game responsiveness for a smoother player experience.

Install on your platform

We auto-selected Claude Code based on this skill’s supported platforms.

1

Run in terminal (recommended)

terminal
claude mcp add godot-input-handling npx -- -y @trustedskills/godot-input-handling
2

Or manually add to ~/.claude/settings.json

~/.claude/settings.json
{
  "mcpServers": {
    "godot-input-handling": {
      "command": "npx",
      "args": [
        "-y",
        "@trustedskills/godot-input-handling"
      ]
    }
  }
}

Requires Claude Code (claude CLI). Run claude --version to verify your install.

About This Skill

What it does

This skill enables AI agents to interact with Godot engine projects by parsing and executing input logic. It allows agents to interpret user actions, manage control schemes, and trigger game events based on specific input states within the GDScript environment.

When to use it

  • Debugging complex controller mappings where standard console access is insufficient.
  • Automating the testing of player movement or interaction triggers across different platforms.
  • Refactoring legacy input code to utilize Godot's modern InputMap system.
  • Rapidly prototyping new control schemes without manual coding.

Key capabilities

  • Parses InputMap configuration files to understand defined actions and events.
  • Executes GDScript functions that handle keyboard, mouse, and gamepad inputs.
  • Simulates input states to verify trigger conditions in the editor or runtime.
  • Identifies conflicts between overlapping input actions or deadzones.

Example prompts

  • "Check if the 'Jump' action is correctly bound to both Spacebar and Up Arrow in the current project."
  • "Write a script that logs every time the 'Fire' input event is triggered during runtime."
  • "Refactor this legacy input block to use Godot's new InputMap syntax for better modularity."

Tips & gotchas

Ensure the target Godot project has an active project.godot file with a valid input_map section before attempting execution. Be aware that simulated inputs may not work in certain editor modes or if the scene is paused, as some input processing relies on the engine's main loop being active.

Tags

🛡️

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Details

Version
vlatest
License
Author
thedivergentai
Installs
31

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Passed automated security scans.