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Godot Input Handling

Checked
thedivergentai·vlatest·other·LGPL-3.0

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

Install on your platform

Showing Claude Code. One command installs this skill into any of the agents below.

  1. 1

    Run this in your project

    terminal
    $ npx skills add thedivergentai/game-dev-agentic-skills --skill godot-input-handling -a claude-code
  2. Uses the open-source skills CLI and needs Node.js. Add -g to install it for your user instead of this project.

What we know about this skill

Publisher

thedivergentai

Taken from the source listing. We haven't verified who controls this account.

Install target

Live repository

Not pinned. Installing fetches whatever the repository holds at the time you run the command.

No human has reviewed this code. The checks below are a static scan of the files at one commit — nobody has run this skill or judged whether it works. A skill runs with whatever access you give your agent, so read the source before you install it.

Automated safety checks

scanned

This skill passed all 6 checks. We read its files at one commit and looked for the things that make a skill dangerous to run — not for whether it works.

  • Declares what it does: passed

    SKILL.md parses and declares a name and a description.

    SKILL.md exists, its frontmatter parses, and it declares a name and a description.

  • No undeclared network calls: passed

    Makes no network calls.

    Every host the skill dials — from its scripts, its config endpoints or the commands it tells the agent to run — is either well-known package and API infrastructure or declared in its own frontmatter. Links in documentation are not counted.

  • No obfuscated payloads: passed

    No encoded or obfuscated payloads.

    No base64, hex or compressed blob is decoded and then executed, and no encoded shell commands.

  • No credential access: passed

    Reads no keys, tokens, keychains or credential files.

    Neither the code nor the SKILL.md instructions read SSH keys, cloud credentials, keychains, token stores, browser cookie databases or dotfiles that hold secrets.

  • No pipe-to-shell installers: passed

    No pipe-to-shell or download-and-run installers.

    No `curl … | sh` pattern, in the code or in the instructions, that runs code fetched at run time.

  • Pinned to a commit: passed

    Scanned thedivergentai/gd-agentic-skills at 4c4d0ff5c4.

    The exact upstream commit SHA that was scanned is recorded, so the result refers to specific bytes.

Scanned
7 files, 336 lines
This is a static scan, not a review. It reads the skill's files; it does not run them, and it cannot tell you whether the skill is any good or whether the code does what its description says. A skill runs with whatever access you give your agent.
What each check looks for →

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.