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.
| Task | Guide |
|---|---|
| Movement through Input Map actions | First player input. |
| Keyboard and gamepad with analog magnitude | Controllers and deadzones. |
| Click, release, echo, and UI handling | InputEvent events. |
| Rebind keys without losing controller bindings | Input examples. |
| Click point in local 2D space | Mouse coordinates. |
| Pick a 3D object under the cursor | Physics 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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