Interactive Lab Quest

Input Playground

See how pressed, just-pressed, and direction checks behave before using them in a controller.

10-20 min Practice first Godot 4.6

Live Input Lab

Godot Input Playground

Press WASD or arrow keys and watch input map actions, movement vector, velocity, and event flow update in one place.

Idle

Input Drills

Prove the input pattern, then move on

Each drill maps one live interaction to the Godot code habit it represents.

0/4 drills complete
Input.get_vector

Map held movement

Press W, A, S, or D and watch the action chip, direction, velocity, and moving state agree.

Proof to capture A movement action lights up and the node accelerates.

Input Map Actions

Move the node inside the viewport

move_left move_right move_up move_down jump
Node

What this playground is showing

  • Held input: movement uses polling, the same idea as Input.is_action_pressed().
  • One-shot input: new key presses go into the event log, like using _input(event).
  • Input Map names: the visible action chips match the action strings you would define in Project Settings.
  • Mouse events: the cursor readout updates relative to the arena, matching viewport-local input checks.
Tutor Checkpoint

Lock the pattern in

Before jumping to the next page, turn the idea into one tiny scene or script. That is where the Godot habit sticks.

Unity habit

Separate continuous input from one-frame button presses.

Unreal habit

Treat input events and held state as different tools.

Godot habit

Use is_action_pressed for held state and is_action_just_pressed for edges.

Try this

Press keys slowly and quickly, then predict which checks should light up.