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InputForge

Installation

InputForge is a pure C# plugin, so it requires the .NET / Mono build of Godot 4.7 or newer — the standard (GDScript-only) build won’t compile the addon. Pick whichever installation method fits your workflow; all three drop the same addons/input_forge folder into your project.

  • Godot 4.7+.NET (C#/Mono) build
  • A .NET SDK compatible with your Godot version (.NET 8 or newer)
  • For the degit method only: Node.js

degit pulls only the plugin folder — no git history, no demo project, no extra files. From your project root:

Terminal window
npx degit pandoraoyun/InputForge/addons/input_forge addons/input_forge

Run the exact same command again whenever you want to update to the latest version — it overwrites the folder in place.

Clone or download the InputForge repository and copy its addons/input_forge folder into your own project’s addons/ directory.

Godot 4.7 replaced the in-editor AssetLib with the new Asset Store, and the legacy Asset Library is now deprecated / read-only. InputForge is currently published on the legacy Asset Library only — its listing on the new Asset Store is still pending — so the in-editor store tab in 4.7+ won’t find it yet. Until that listing lands, use the degit or manual method above. This page will be updated once InputForge is live on the Asset Store.

After the files are in place, build the project once (so the C# assembly compiles), then enable the plugin:

Project → Project Settings → Plugins → InputForge → Enable

Enabling it registers EnhancedInputSystem as an autoload automatically — you don’t need to add the singleton by hand. You can confirm it under Project → Project Settings → Autoload.

If the plugin loaded correctly, EnhancedInputSystem.GetInstance() returns a valid instance at runtime, and the InputForge resource types (InputAction, InputKey, InputMapping, InputMappingContext) appear in the New Resource dialog.


With the plugin installed and enabled, continue to the Quick Start to wire up your first action.