Godot Input — Quick Reference
Godot Input — Quick Reference
Last verified: 2026-02-12 | Engine: Godot 4.6
What Changed Since ~4.3 (LLM Cutoff)
4.6 Changes
- Dual-focus system: Mouse/touch focus is now separate from keyboard/gamepad focus
- Visual feedback differs by input method
- Custom focus implementations may need updating
- Select Mode keybind changed: "Select Mode" is now
vkey; old mode renamed "Transform Mode" (qkey)
4.5 Changes
- SDL3 gamepad driver: Gamepad handling delegated to SDL library for better cross-platform support
- Recursive Control disable: Single property disables mouse/focus for entire node hierarchies
4.3 Changes (in training data)
- InputEventShortcut: Dedicated event type for menu shortcuts (optional)
Current API Patterns
Input Actions (unchanged)
func _physics_process(delta: float) -> void:
var input_dir: Vector2 = Input.get_vector(
&"move_left", &"move_right", &"move_forward", &"move_back"
)
if Input.is_action_just_pressed(&"jump"):
jump()
Input Events (unchanged)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
handle_click(event.position)
elif event is InputEventKey:
if event.keycode == KEY_ESCAPE and event.pressed:
toggle_pause()
Focus Management (4.6 — CHANGED)
# Mouse/touch and keyboard/gamepad focus are now SEPARATE
# Visual styles may differ depending on which input method is active
# If you have custom focus drawing, test with both input methods
# Standard approach still works:
func _ready() -> void:
%StartButton.grab_focus() # Keyboard/gamepad focus
# But be aware: mouse hover focus != keyboard focus in 4.6
Gamepad (4.5+ — SDL3 backend)
# API unchanged, but SDL3 provides:
# - Better device detection across platforms
# - Improved rumble support
# - More consistent button mapping
func _input(event: InputEvent) -> void:
if event is InputEventJoypadButton:
if event.button_index == JOY_BUTTON_A and event.pressed:
confirm_selection()
Common Mistakes
- Not testing both mouse and keyboard focus paths (dual-focus in 4.6)
- Assuming
grab_focus()affects mouse focus (it only affects keyboard/gamepad in 4.6) - Using string literals instead of
StringName(&"action") for action names in hot paths