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Federico-Ciuffardi/GodotTouchInputManager

★ 595 · GDScript · MIT · updated Jun 2026

Asset that improves touch input support (includes new gestures) in the Godot game engine. It also translates mouse input to touch input.

A GDScript autoload for the Godot engine that detects touch gestures (tap, long-press, swipe, pinch, twist, multi-finger variants) and feeds them into Godot's native Input Event system, plus a mouse-to-touch emulation layer for testing without a physical touchscreen. Useful for anyone shipping a Godot game to mobile who wants gesture support beyond Godot's built-in single-touch/drag events.

Gestures surface as Custom Input Events that flow through the same _input()/signal pipeline you already use, so there's no separate API to learn. Mouse emulation with configurable key bindings means you can develop and test gestures entirely in the editor on desktop. Integration is a single autoload script with no build step or external dependencies, and detection thresholds (tap time, swipe distance, long-press duration) are exposed as top-of-file constants you can tune.

Those tunable constants live as hardcoded values in InputManager.gd itself rather than project settings or an exported resource, so any asset update overwrites your tuning. Custom input events don't trigger Godot's collision system — the README's own FAQ confirms you have to manually check shape overlaps against gesture events, which is a real gap for anything beyond UI gestures. Control nodes consume touch input by default and require manually setting Mouse Filter to Ignore on every node you want gestures to pass through, an easy thing to forget and debug blind. There's no test suite in the repo, which matters for threshold-based gesture recognition logic that's prone to silent regressions.

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