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v1.1.0, Godot 4.x
Available on Github Available on Godot Asset Library Support me on Ko-fi

Take control of your input pipeline with a deterministic, modular, and race-condition-free input handler for Godot 4.

Features

  • No more "ghost inputs" - stop multiple scripts from reacting to the same input.
  • No more spaghetti code - Move logic out of player scripts and into modular subhandlers.
  • Deterministic order - UI, Menus, and Gameplay are handled in the exact order you set in the Scene Tree.

How to Use

  1. Download the input_handler.gd and input_subhandler.gd scripts and put them inside your Godot game's Assets directory.
  2. Now these will appear as InputHandler and InputSubhandler instances when you go to add a new Node to your game.
  3. Add the InputHandler to the game (either directly to the top or inside your player).
  4. Add a InputSubhandler and extend its script.
  5. Add your activation actions in the InputSubhandler's properties. The key will be a valid action name from your game's Input Map and the value will be an activation mode, the options are: Just Pressed, Just Released, Pressed Continuous.
  6. Override the _on_activate(_event: InputEvent) -> InputHandler.InputHandledState method to your liking. Example method to make sure it works: Static Badge

How to Support

This project is open-source (MIT License). If it saved you hours of debugging input race conditions, consider supporting my studies and development by buying me a coffee or donating here on itch.io! Your support helps me keep this updated and create more high-quality game dev tools.

Updated 3 days ago
Published 4 days ago
StatusReleased
CategoryAssets
Authorsoki
Made withGodot
Tags2D, 3D, gdscript, Godot, godot-4, input, input-handler, input-manager, No AI, Open Source
Code licenseMIT License
LinksGitHub, Godot Asset Library

Download

Download NowName your own price

Click download now to get access to the following files:

input_subhandler.gd 1.4 kB
input_handler.gd 2.3 kB
Example Godot Project 21 kB

Development log

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