← Back to Rune
AgentRune

Skill · Version 1.0.0

Godot menus and accessible input

Makes menus, dialogs and gameplay share controls predictably. It covers controller focus, remapped actions and responsive layouts so opening an interface does not accidentally trigger a game action.

godot-ui-input-accessibility

See how it helps

When is it useful?

Use when dialogs steal input or remapped controls stop working in menus.

What does it help you do?

  • Maps gameplay intent to InputMap actions and preserves remapping.
  • Checks containers, anchors, mouse filters and focus neighbors.
  • Separates text entry from shortcuts and defines modal input capture.

Try asking this

Build an inventory that opens while the player is holding movement. Navigate it using only a controller, rebind the confirm action and close it. Check that focus returns correctly, no item is used twice and the character does not keep moving unexpectedly.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Godot — ui input accessibility

Use when implementing Godot menus, action mappings, controller focus or responsive HUDs.

Version and project gate

Inspect project.godot, config/features, .tscn and .tres files, export_presets.cfg without credentials, input actions, autoloads, renderer, physics backend and installed Godot executable. Distinguish Godot 3 from 4 before selecting APIs. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Use InputMap actions for gameplay intent. Resolve Control anchors, containers, mouse filters and focus neighbors in the actual scene. Specify pause ownership and input capture while dialogs are open. Preserve remapped controls and distinguish text entry from gameplay shortcuts.

Deliver

An input/focus map and a working menu-to-play-to-pause path at the intended aspect ratios. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

A visually hidden Control can still intercept input; viewport stretching does not replace usable text sizes.

Acceptance scenario

Operate the main flow with keyboard and controller, resize the viewport and open a modal during held input. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Rune. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md