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G.U.I.D.E - Godot Unified Input Detection Engine

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G.U.I.D.E - Godot Unified Input Detection Engine icon image
derkork
G.U.I.D.E - Godot Unified Input Detection Engine

G.U.I.D.E is an extension for the Godot Engine that allows you to easily use input from multiple sources, such as keyboard, mouse, gamepad and touch in a unified way. Gone are the days, where mouse input was handled differently from joysticks and touch was a totally different beast. No matter where the input comes from - your game code works the same way.- Unified input detection and handling from multiple sources (keyboard, mouse, gamepad, touch, etc.). All inputs are used in the same way in your game code.- Inputs can be modified before being fed into your game code (e.g. for joystick dead-zones, sensitivity, inversion, conversion to 2D/3D coordinates, etc.).- Inputs can be assigned to actions and these actions trigger on various conditions (e.g. tap, hold, press, release, combos etc.).- Multiple input contexts can be defined, which can be enabled/disabled at runtime. This allows you to easily switch between different input schemes (e.g. in-game, menu, driving, flying, walking, etc.).- Overlapping input is automatically prioritized, such that input like _LT+A_ will have precedence over just _A_.- Supports both event-based and polling-based input handling, like Godot's built-in input system.- Full support for input rebinding at runtime including collision handling. - Built-in support for displaying input prompts in your game. These prompts support complex input combinations (e.g. _LT+A_ or combos like _A > B > A > X > Y_). Prompts can be displayed both as text and as icons. Icons will automatically reflect the actual input device being used (e.g. XBox controller, Playstation controller, keyboard, joystick, etc.).- Works nicely alongside Godot's built-in input system, so you can use both in parallel if needed. Can also inject action events into Godot's input system.

Supported Engine Version
4.2
Version String
0.4.1
License Version
MIT
Support Level
community
Modified Date
7 days ago
Git URL
Issue URL

G.U.I.D.E is an extension for the Godot Engine that allows you to easily use input from multiple sources, such as keyboard, mouse, gamepad and touch in a unified way. Gone are the days, where mouse input was handled differently from joysticks and touch was a totally different beast. No matter where the input comes from - your game code works the same way.

- Unified input detection and handling from multiple sources (keyboard, mouse, gamepad, touch, etc.). All inputs are used in the same way in your game code.
- Inputs can be modified before being fed into your game code (e.g. for joystick dead-zones, sensitivity, inversion, conversion to 2D/3D coordinates, etc.).
- Inputs can be assigned to actions and these actions trigger on various conditions (e.g. tap, hold, press, release, combos etc.).
- Multiple input contexts can be defined, which can be enabled/disabled at runtime. This allows you to easily switch between different input schemes (e.g. in-game, menu, driving, flying, walking, etc.).
- Overlapping input is automatically prioritized, such that input like _LT+A_ will have precedence over just _A_.
- Supports both event-based and polling-based input handling, like Godot's built-in input system.
- Full support for input rebinding at runtime including collision handling.
- Built-in support for displaying input prompts in your game. These prompts support complex input combinations (e.g. _LT+A_ or combos like _A > B > A > X > Y_). Prompts can be displayed both as text and as icons. Icons will automatically reflect the actual input device being used (e.g. XBox controller, Playstation controller, keyboard, joystick, etc.).
- Works nicely alongside Godot's built-in input system, so you can use both in parallel if needed. Can also inject action events into Godot's input system.

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G.U.I.D.E - Godot Unified Input Detection Engine icon image
derkork
G.U.I.D.E - Godot Unified Input Detection Engine

G.U.I.D.E is an extension for the Godot Engine that allows you to easily use input from multiple sources, such as keyboard, mouse, gamepad and touch in a unified way. Gone are the days, where mouse input was handled differently from joysticks and touch was a totally different beast. No matter where the input comes from - your game code works the same way.- Unified input detection and handling from multiple sources (keyboard, mouse, gamepad, touch, etc.). All inputs are used in the same way in your game code.- Inputs can be modified before being fed into your game code (e.g. for joystick dead-zones, sensitivity, inversion, conversion to 2D/3D coordinates, etc.).- Inputs can be assigned to actions and these actions trigger on various conditions (e.g. tap, hold, press, release, combos etc.).- Multiple input contexts can be defined, which can be enabled/disabled at runtime. This allows you to easily switch between different input schemes (e.g. in-game, menu, driving, flying, walking, etc.).- Overlapping input is automatically prioritized, such that input like _LT+A_ will have precedence over just _A_.- Supports both event-based and polling-based input handling, like Godot's built-in input system.- Full support for input rebinding at runtime including collision handling. - Built-in support for displaying input prompts in your game. These prompts support complex input combinations (e.g. _LT+A_ or combos like _A > B > A > X > Y_). Prompts can be displayed both as text and as icons. Icons will automatically reflect the actual input device being used (e.g. XBox controller, Playstation controller, keyboard, joystick, etc.).- Works nicely alongside Godot's built-in input system, so you can use both in parallel if needed. Can also inject action events into Godot's input system.

Supported Engine Version
4.2
Version String
0.4.1
License Version
MIT
Support Level
community
Modified Date
7 days ago
Git URL
Issue URL

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