Recognize taps, swipes, drags, pinches, and long presses in Godot 4.
Use this addon when you want mouse and touch input normalized into one pointer stream, plus reusable gesture detection signals.
gdam install @aviorstudio/gd-gesture
Copy addon/ into res://addons/@aviorstudio_gd-gesture/ and enable the plugin.
The plugin can install an optional GdGesture autoload. Use it when your game wants one global gesture stream.
func _ready() -> void:
GdGesture.tap_detected.connect(_on_tap_detected)
GdGesture.swipe_detected.connect(_on_swipe_detected)
GdGesture.drag_started.connect(_on_drag_started)
func _on_tap_detected(position: Vector2, index: int) -> void:
print("Pointer ", index, " tapped at ", position)Use the modules directly when a scene needs isolated input handling or custom thresholds.
const GestureRecognizerModule = preload("res://addons/@aviorstudio_gd-gesture/src/gesture_recognizer_module.gd")
const PointerUnifierModule = preload("res://addons/@aviorstudio_gd-gesture/src/pointer_unifier_module.gd")
var pointer_unifier := PointerUnifierModule.new()
var gesture_recognizer := GestureRecognizerModule.new()
func _ready() -> void:
gesture_recognizer.setup(self)
pointer_unifier.pointer_pressed.connect(gesture_recognizer.process_pointer_event)
pointer_unifier.pointer_dragged.connect(gesture_recognizer.process_pointer_event)
pointer_unifier.pointer_released.connect(gesture_recognizer.process_pointer_event)
pointer_unifier.pointer_canceled.connect(gesture_recognizer.process_pointer_event)Usage note:
Earlier examples used the nonexistent pointer_moved signal and a one-argument
tap callback. The compiled example above uses the actual signal names and the
two-argument tap_detected(position, index) contract.
PointerUnifierModule: converts mouse and touch events into typed pointer events.GestureRecognizerModule: detects tap, double tap, long press, swipe, drag, and pinch.GdGestureAutoload: optional global facade around both modules.
PointerUnifierModule.mouse_buttondefaults toMOUSE_BUTTON_LEFT.- Each pointer owns its drag state.
pinch_detected(scale)is the absolute current two-pointer distance divided by the distance when the pinch began. - Feed manual input with
process_input(event, gui_accepted). Accepted GUI input is ignored; the autoload already uses_unhandled_input, after GUI. - Focus loss, screen cancellation, and teardown emit
pointer_canceledandgesture_canceled; canceled contacts cannot later tap, swipe, or long press. - Synthesized mouse events (
device == -1) are ignored to avoid duplicate mouse/touch recognition. - Use direct modules for split-screen, editor tools, or scenes with custom gesture thresholds.
- Map gestures to gameplay actions in your own game code.
See LICENSE.
Install mise, then prepare the pinned development helpers and run the complete native gate:
git clone https://github.com/nicodes/tools.git .ci-tools
git -C .ci-tools checkout --detach f7e243524ce2aa29f299e4c79db33001f72f4a30
mise install
mise run checkmise.toml owns tool versions and tasks. Engine and template downloads are checksum verified. mise run build packages the addon; mise run test runs its declared tests. The complete check also validates the installed artifact. Build and test receipts stay in .artifacts/verification.
Contributor tool versions and task entry points live in the native Mise configuration. Use mise run lint for source checks, mise run test for the applicable behavioral tests, and mise run check for the complete supported gate. mise run clean removes declared generated outputs while preserving source, credentials and retained data. This package has no application development service.