Remembers a press for a moment and takes Buffered on the first frame that reads it. With Remember = 0.15, pressing jump a tenth of a second before landing still jumps, instead of being lost because the ground was not there yet. The press is taken only once.
Input
Type
Default
Description
Action
StringName
'ui_accept'
The input action to remember, as named in the input map.
Remember
float
0.15
How long the press stays available after it happened, in seconds.
Branch
Goes to
Buffered
Where to go on the first frame that takes a press still inside the window.
Nothing
Where to go while no press is waiting to be taken.
Checks a mouse button and branches on its state. Reads the button directly, so nothing has to be set up in the input map. Picking a wheel direction is how scrolling is read, such as swapping weapons.
Input
Type
Default
Description
Button
String
'MOUSE_BUTTON_LEFT'
Which mouse button to watch.
When
String
'Held'
Whether to react continuously while the button is down or only at the moment it changes. A wheel is always a moment, so it ignores Held.
Branch
Goes to
True
Where to go when the button check passes.
False
Where to go when it does not.
PhasesStartEvery FramePhysics
Check Touch
Every Frame
Check TouchInput
'Pressed'|→ True|→ False
Checks the touch screen and branches when a finger touches or leaves it. Also stores where the touch happened.
Input
Type
Default
Description
When
String
'Pressed'
Whether to react as the finger touches down or as it lifts off.
Output
Type
Description
Position
Vector2
Where to store the screen point of the touch.
Branch
Goes to
True
Where to go when the touch happens.
False
Where to go when it does not.
PhasesStartEvery FramePhysics
Double Tap
Every Frame
Double TapInput
Conditiontrue|Window0.3|→ Tapped|→ Waiting
Takes Tapped the second time the condition turns true, when the two moments land within Window seconds of each other. With Window = 0.3 and a Check Key placed in Condition, hitting shift twice quickly is what an air dash listens for. A lone press takes Waiting and is kept as the start of a possible pair.
Input
Type
Default
Description
Condition
bool
true
The test whose two turns make the pair, such as a Check Key or a Check Action placed right here.
Window
float
0.3
How long the second press has to arrive, in seconds.
Branch
Goes to
Tapped
Where to go on the frame the second press lands.
Waiting
Where to go on every other frame.
PhasesEvery FramePhysics
Get Axis
Every Frame
Get AxisInput
Negative'ui_left'|Positive'ui_right'
Reads two input actions and stores their combined strength as a number from -1 to 1.
Input
Type
Default
Description
Negative
StringName
'ui_left'
The input action that pushes the value toward -1.
Positive
StringName
'ui_right'
The input action that pushes the value toward 1.
Output
Type
Description
Result
float
Where to store the axis value, from -1 to 1.
PhasesStartEvery FramePhysicsEnd
Get Mouse Motion
Every Frame
Get Mouse MotionInput
Reads how the mouse is moving and stores it as a direction whose length is the speed in pixels per second. It stays at zero while the mouse is still.
Output
Type
Description
Result
Vector2
Where to store the mouse movement, in pixels per second.
PhasesStartEvery FramePhysicsEnd
Get Mouse Position
Every Frame
Get Mouse PositionInput
Reads the mouse position in world space and stores it. Useful to aim at the cursor or drag a node toward it.
Output
Type
Description
Position
Vector2
Where to store the mouse position, in world space.
Reads the world point the mouse is over on a flat ground and stores it. It is what a click to move, a tower placement or an RTS order needs, and it uses the active camera.
Input
Type
Default
Description
Height
float
0.0
How high the flat ground sits on the Y axis, usually 0 for the floor.
Output
Type
Description
Result
Vector3
Where to store the point the mouse is over. It stays at zero while no camera is active.
Reads four movement input actions and stores their direction as a Vector2, already normalized for even diagonal speed.
Input
Type
Default
Description
Left
StringName
'ui_left'
The input action for moving left.
Right
StringName
'ui_right'
The input action for moving right.
Forward
StringName
'ui_up'
The input action for moving forward.
Back
StringName
'ui_down'
The input action for moving back.
Output
Type
Description
Result
Vector2
Where to store the movement direction.
PhasesStartEvery FramePhysicsEnd
Mouse Captured
Physics
Mouse CapturedInput
→ Captured|→ Free
Answers whether the cursor is locked to the window for looking around, which is what keeps a pause screen from turning the camera. It can branch on the answer or hand it to a field that takes a yes or no.
Output
Type
Description
Yes
bool
Where to store whether the cursor is locked to the window.
Branch
Goes to
Captured
Where to go while the cursor is locked, which is when the game is being played.
Free
Where to go while the cursor is loose on screen.
PhasesStartEvery FramePhysics
Mouse Look
Physics
Mouse LookInput
Cameranot set|Sensitivity0.003|Max Pitch85.0
Turns the body left and right and tilts a camera up and down from mouse motion, for a first person view.
Input
Type
Default
Description
Camera
Node
-
The camera node that tilts up and down.
Sensitivity
float
0.003
How much the view moves per pixel of mouse motion.
Max Pitch
float
85.0
How far the camera can look up or down, in degrees.
PhasesEvery FramePhysicsWorks onNode3D
On Clicked
Physics
On ClickedInput
'left'|→ Clicked|→ Not Clicked
Checks whether a mouse click landed on this node and branches on the answer. It asks the 2D physics world what sits under the cursor, so the node needs a collision shape, and it only fires on the frame the button goes down.
Input
Type
Default
Description
Button
String
'left'
Which mouse button has to go down.
Branch
Goes to
Clicked
Where to go when the click landed on this node.
Not Clicked
Where to go on every other frame.
PhasesPhysicsWorks onNode2D
Pick Under Mouse
Physics
Pick Under MouseInput
→ Hit|→ Miss
Asks the 2D physics world which collider sits under the mouse and branches on whether one is found.
Output
Type
Description
Collider
Object
Where to store the collider found under the mouse.
Branch
Goes to
Hit
Where to go when a collider is under the mouse.
Miss
Where to go when nothing is under it.
PhasesPhysicsWorks onNode2D
Pick Under Mouse
Physics
Pick Under MouseInput
→ Hit|→ Miss
Asks the 3D physics world which collider sits under the mouse and branches on whether one is found. It shoots a ray from the active camera, so the scene needs one.
Output
Type
Description
Collider
Object
Where to store the collider found under the mouse.
Point
Vector3
Where to store the world position the ray touched.
Branch
Goes to
Hit
Where to go when a collider is under the mouse.
Miss
Where to go when nothing is under it, which is also the case while no camera is active.
PhasesPhysicsWorks onNode3D
Set Mouse Mode
Start
Set Mouse ModeInput
'MOUSE_MODE_CAPTURED'
Sets how the mouse cursor behaves, such as capturing it for a first person camera or making it visible again.
Input
Type
Default
Description
Mode
String
'MOUSE_MODE_CAPTURED'
How the cursor should behave.
PhasesStartEvery FramePhysicsEnd
Using Gamepad
Every Frame
Using GamepadInput
→ Gamepad|→ Keyboard
Branches on whether the last input came from a gamepad or from the keyboard and mouse. It is what picks the right button icon to show, so a prompt reads "Press A" on a controller and "Press E" otherwise.
Branch
Goes to
Gamepad
Where to go while the last input came from a gamepad.
Keyboard
Where to go while the last input came from the keyboard, the mouse or a touch.
PhasesStartEvery FramePhysics
Vibrate
Start
VibrateInput
Weak0.5|Strong0.5|Duration0.2
Vibrates the gamepad for a set time, then stops on its own.