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Input: choose a handling method

Action state, events, UI, and cursor coordinates.

Choose whether you need continuous state, a discrete event, or a point beneath the cursor. Do not handle the same button independently in several places without priority rules.

TaskGuide
Movement through Input Map actionsFirst player input.
Keyboard and gamepad with analog magnitudeControllers and deadzones.
Click, release, echo, and UI handlingInputEvent events.
Rebind keys without losing controller bindingsInput examples.
Click point in local 2D spaceMouse coordinates.
Pick a 3D object under the cursorPhysics ray.

For a character, read action state in the physics loop. For a discrete click, handle the event and its coordinates. Give UI priority for menus. Marking an event handled does not clear global Input state: these are different mechanisms.

Executed examples check key release, diagonals, analog magnitude, circular deadzones, device selection, and coordinate transforms. Synthetic input does not establish physical-controller compatibility, cursor capture, or driver behavior; verify those separately on the target device.

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