

Inputs strips away the boring repetitive task of getting controls set up perfectly and accelerates the development of your game.Įverything! You might run into edge cases on platforms that we don’t regularly test please report any bugs if and when you find them. It has extensive documentation to help you get started. Input is a commercial-grade library and is being used in Shovel Knight: Pocket Dungeon and Samurai Gunn 2 and many other titles. The library also includes native 2D checkers to make smooth movement simple. There is a native cursor built right into the library which can be adapted for use with any device. Not only does Input allow you to detect double taps, long holds, rapidfire, combos, and chords, but it also introduces easy-to-implement accessibility features. Allowing the player to quickly scroll through a menu, detecting long holds for charging up attacks, and detecting button combos for special moves all require tedious bespoke code.

You can only scan for press, hold, and release. GameMaker's native checker functions are limited. Because SDL2 integrates community contributions made over many years, it’s rare to find a device that Input doesn’t cover. In addition to keyboard and mouse fixes, Input uses the engine-agnostic SDL2 remapping system for gamepads. Solving these bugs is often impossible without physically holding the gamepad in your hands. Gamepads often require painful workarounds, even for common hardware. Supporting multiple kinds of input requires duplicate code for each type of device. Getting multiple input types working in GameMaker is fiddly.

Input is free and open source forever, including for commercial use. Input is built for GameMaker 2022 LTS and later, uses strictly native GML code, and is supported on every export platform that GameMaker itself supports. Input is a GameMaker Studio 2 input manager that unifies the native, piecemeal keyboard, mouse, and gamepad support to create an easy and robust mega-library.
