input_map_manage
List, add, bind, and remove input actions and bindings for keyboard, mouse, and gamepad in Godot, persisted to project.godot.
Instructions
InputMap actions and bindings (keyboard, mouse, gamepad). Persisted to
project.godot.
Resource form: godot://input_map — prefer for active-session reads.
Ops:
• list(include_builtin=False)
List input actions and their bound events. By default only
user-authored actions (those persisted in project.godot under
input/<name>) are returned; pass include_builtin=True to
also surface Godot's ui_* and editor-runtime actions
(spatial_editor/*, etc.). The is_builtin field on each
entry is true for any action not authored by the user.
• add_action(action, deadzone=0.5)
Create a new empty input action. deadzone must be in
[0.0, 1.0] — Godot uses it as the analog-stick dead-zone
threshold; values outside this range are rejected with
VALUE_OUT_OF_RANGE. Typical values are 0.2-0.5; leave the
default 0.5 unless you have a reason. Not a key-repeat delay.
• ensure_action(action, deadzone=0.5)
Idempotently create or persist an input action. If the action exists
in live InputMap or in project.godot, the existing state is preserved.
• remove_action(action)
Remove an action and all its event bindings. Also removes actions
persisted in project.godot but not loaded in the live InputMap
(loaded_in_input_map: false in list), e.g. actions created
by a previous editor session.
• bind_event(action, event_type, keycode="", ctrl=False, alt=False,
shift=False, meta=False, button=None, axis=None,
axis_value=1.0)
Bind a key/mouse/gamepad event to an action. The action must
already exist (call add_action first). event_type is
"key" | "mouse_button" | "joy_button" |
"joy_axis".
- key: keycode is a Godot keycode name string like
"A", "Space", "Enter", "Escape", "F1",
"Left" — not an integer and not KEY_*. Modifier
booleans ctrl / alt / shift / meta optional.
- mouse_button: button is an int — 1=left, 2=right,
3=middle, 4=wheel up, 5=wheel down.
- joy_button: button is the JoyButton index
(e.g. 0=A/Cross, 1=B/Circle).
- joy_axis: axis is the JoyAxis index and
axis_value is the direction/value, usually -1.0 or 1.0.
• ensure_binding(action, event_type, ...)
Idempotently ensure the action exists and has the requested binding.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||