Up to date

This page is up to date for Godot 4.0. If you still find outdated information, please open an issue.

Input examples


In this tutorial, you'll learn how to use Godot's InputEvent system to capture player input. There are many different types of input your game may use - keyboard, gamepad, mouse, etc. - and many different ways to turn those inputs into actions in your game. This document will show you some of the most common scenarios, which you can use as starting points for your own projects.


For a detailed overview of how Godot's input event system works, see Using InputEvent.

Events versus polling

Sometimes you want your game to respond to a certain input event - pressing the "jump" button, for example. For other situations, you might want something to happen as long as a key is pressed, such as movement. In the first case, you can use the _input() function, which will be called whenever an input event occurs. In the second case, Godot provides the Input singleton, which you can use to query the state of an input.


func _input(event):
    if event.is_action_pressed("jump"):

func _physics_process(delta):
    if Input.is_action_pressed("move_right"):
        # Move as long as the key/button is pressed.
        position.x += speed * delta