// the find
nathanhoad/godot_input_helper
A simple input helper for the Godot Engine
A Godot 4 addon that wraps input handling: detecting which device (keyboard/mouse vs. specific controller brands), remapping actions at runtime, and triggering joypad rumble. Aimed at solo devs and small studios who want device-aware UI prompts and rebindable controls without writing the boilerplate themselves.
Has C# bindings alongside the GDScript implementation, which is rare for Godot addons and saves you from manually wrapping signals. Ships with working remap examples and a device tester scene you can drop into your project to verify behavior immediately. Joypad differentiation goes beyond 'is a gamepad connected' — it distinguishes between Xbox, PlayStation, and Switch controllers, which matters for showing the right button glyphs. The docs are split by topic and short enough to actually read.
Controller detection relies on device name string matching, which is fragile — controllers with unexpected vendor strings (cheap third-party pads, 8BitDo in various modes) will fall through to a generic fallback with no glyph support. No built-in UI for displaying the detected device's button icons; you get the detection signal but have to wire up your own sprite/label system. The test suite is thin and GUT-free — it's a handful of ad-hoc scripts, not a proper test framework, so regressions in remapping logic are easy to miss. No Steam Input integration, so if you're shipping on Steam, you'll hit a ceiling and need to rip this out or layer on top of it.