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InputForge

InputForge

A UE5-inspired Enhanced Input System for Godot 4 — context-driven input, configured in the Inspector.

Context Stack

Push and pop input contexts at runtime. The same physical key means different things in gameplay, menus, or a vehicle — the topmost context wins.

Modifier Pipeline

Compose deadzone, normalize, invert, scale, swizzle, and pointer-space transforms per binding — applied in order before your code ever sees the value.

Trigger System

Decide when an action fires — on press, release, change, continuously, or pulsed — independently of the input source.

Source-Aware Callbacks

When one action is driven by several inputs, the callback can tell which physical source fired via the InputKey it carries.

One InputKey, Every Device

Keyboard, gamepad, mouse buttons, analog axes, mouse delta, and absolute pointer position — all from a single Inspector-configured resource.

Inspector-Driven

Actions, mappings, contexts, modifiers, and triggers are all resources. Wire up your control scheme without writing the plumbing.