Engine-neutral input architecture with Godot InputMap code: named actions, stick deadzones, buffered presses and rebinding with conflict checks. Use for controller support or a rebind menu, or a drifting stick, WASD on AZERTY, or a dropped press. Not for coyote time (`platformer`) or Unity and Unreal input assets (`unity-input-system`, `unreal-enhanced-input`).
Install
KitScout test notes
Not tested by KitScout yet. When our harness runs it, pros, cons and the tasks we tried appear here, with the date and evidence.
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