Bevy input handling
When to use
Load this when a system should read keyboard, mouse, or gamepad state. The bevy::input module on Bevy 0.20 is the source for the names below.
ECS shape
- Plugin:
InputPluginadds input from keyboard, mouse, gamepad, and touch. It ships inside the usual app plugins.InputSystemslabels the systems that refresh that data. - Keyboard resource:
Res<ButtonInput<KeyCode>>.KeyCodeis the physical key (layout-stable).Res<ButtonInput<Key>>is the logical key. The keyboard example usespressed,just_pressed, andjust_released. - Mouse:
mouse_button_input_systemwritesButtonInput<MouseButton>fromMouseButtonInput.AccumulatedMouseMotionandAccumulatedMouseScrollare resources reset every frame.MouseMotionandMouseWheelare the underlying events. - Gamepad:
Gamepadstores a connected pad's metadata (GamepadButton,GamepadAxis). Connection and axis changes arrive asGamepadConnectionEvent,GamepadAxisChangedEvent, andGamepadButtonChangedEvent.GamepadRumbleRequestis the force-feedback event. - Schedule: read these resources from a system on
Update(or a schedule you already chain). Do not invent an input-map resource.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Action just pressed | ButtonInput::just_pressed on KeyCode or MouseButton |
| Action held | ButtonInput::pressed |
| Physical WASD vs symbol keys | KeyCode for location, Key for the character |
| Mouse look delta | AccumulatedMouseMotion (reset each frame) |
| Controller | Gamepad plus the gamepad events listed above |
Scope
Keyboard, mouse, and gamepad state live on ButtonInput and Gamepad. Named actions, a jump buffer, a radial stick deadzone, and the last active device are resources you define. Glyph art is a UI concern once that device flag is set.
Examples
[dependencies]
bevy = "0.20"
Read edges in Update. FixedUpdate can run zero or several times per frame, so a press sampled there is dropped or repeated. Store the edge on an intent component and let the fixed step consume it.
#[derive(Component, Default)]
struct MoveIntent {
axis: Vec2,
jump: bool,
}
fn read_keys(keys: Res<ButtonInput<KeyCode>>, mut intents: Query<&mut MoveIntent>) {
let mut axis = Vec2::ZERO;
if keys.pressed(KeyCode::KeyA) || keys.pressed(KeyCode::ArrowLeft) {
axis.x -= 1.0;
}
if keys.pressed(KeyCode::KeyD) || keys.pressed(KeyCode::ArrowRight) {
axis.x += 1.0;
}
if keys.pressed(KeyCode::KeyW) || keys.pressed(KeyCode::ArrowUp) {
axis.y += 1.0;
}
if keys.pressed(KeyCode::KeyS) || keys.pressed(KeyCode::ArrowDown) {
axis.y -= 1.0;
}
let jump = keys.just_pressed(KeyCode::Space);
for mut intent in &mut intents {
intent.axis = axis;
if jump {
intent.jump = true;
}
}
}
use bevy::input::mouse::AccumulatedMouseMotion;
fn look(motion: Res<AccumulatedMouseMotion>, mut cameras: Query<&mut Transform, With<LookCam>>) {
for mut tf in &mut cameras {
tf.rotate_y(-motion.delta.x * 0.002);
tf.rotate_local_x(-motion.delta.y * 0.002);
}
}
#[derive(Component)]
struct LookCam;
A radial deadzone drops stick drift, then rescales the remaining range so full deflection still reaches length 1. The jump buffer keeps a press that landed a few frames early.
#[derive(Component, Default)]
struct MoveIntent {
axis: Vec2,
jump: bool,
}
fn radial_deadzone(stick: Vec2, deadzone: f32) -> Vec2 {
let mag = stick.length();
if mag <= deadzone || mag == 0.0 {
return Vec2::ZERO;
}
let scaled = ((mag - deadzone) / (1.0 - deadzone)).clamp(0.0, 1.0);
stick / mag * scaled
}
fn read_pad(pads: Query<&Gamepad>, mut intents: Query<&mut MoveIntent>) {
let Some(pad) = pads.iter().next() else {
return;
};
let stick = Vec2::new(
pad.get(GamepadAxis::LeftStickX).unwrap_or(0.0),
pad.get(GamepadAxis::LeftStickY).unwrap_or(0.0),
);
let axis = radial_deadzone(stick, 0.15);
let jump = pad.just_pressed(GamepadButton::South);
for mut intent in &mut intents {
if axis.length_squared() > 0.0 {
intent.axis = axis;
}
if jump {
intent.jump = true;
}
}
}
#[derive(Resource)]
struct JumpBuffer {
remaining: f32,
window: f32,
}
fn arm_jump_buffer(time: Res<Time>, mut intents: Query<&mut MoveIntent>, mut buffer: ResMut<JumpBuffer>) {
let dt = time.delta_secs();
buffer.remaining = (buffer.remaining - dt).max(0.0);
for mut intent in &mut intents {
if intent.jump {
buffer.remaining = buffer.window;
intent.jump = false;
}
}
}
#[derive(Clone, Copy, PartialEq, Eq, Default)]
enum DeviceKind {
#[default]
Keyboard,
Gamepad,
}
#[derive(Resource, Default)]
struct LastDevice(DeviceKind);
fn track_device(
keys: Res<ButtonInput<KeyCode>>,
mouse: Res<ButtonInput<MouseButton>>,
pads: Query<&Gamepad>,
mut last: ResMut<LastDevice>,
) {
if keys.get_pressed().next().is_some() || mouse.get_pressed().next().is_some() {
last.0 = DeviceKind::Keyboard;
}
for pad in &pads {
if pad.get_pressed().next().is_some() {
last.0 = DeviceKind::Gamepad;
}
}
}
pub struct InputHandlingPlugin;
impl Plugin for InputHandlingPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(JumpBuffer {
remaining: 0.0,
window: 0.12,
})
.init_resource::<LastDevice>()
.add_systems(Update, (read_pad, track_device, arm_jump_buffer).chain());
}
}
Expert Knowledge Delta
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
Who owns state
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component |
One system via Query |
Update or FixedMain |
| One value for the whole app | Resource |
One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands |
The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() |
The chained systems only | Same schedule |
| Plugin boundary | Plugin |
build registers systems and resources |
Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
Decision
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query |
A Godot node script |
| App-wide config or clock | Resource |
Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock |
Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup |
Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging |
A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; the 0.20 target is stated once in prose. -
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless
.chain()orders them. -
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
-
No Godot input-map, event, or device types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No APIs this file did not open (
pressed,just_pressed,just_releasedare the button methods cited). WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. -
No third-party input crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
The library pin on bevy-master stays 0.20.0.
Official Documentation
bevy crate- API index for this skill's types.bevy::input-ButtonInput,InputPlugin, and the device modules.ButtonInput-pressed,just_pressed,just_released,KeyCode, andKey.bevy::input::mouse-MouseButton, motion, and scroll resources.bevy::input::gamepad-Gamepadand connection events.- Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Who owns which piece of state.
- bevy-ecs-composition - Systems and
Query.
Complements
- bevy-character-movement - Motion that consumes this input on the fixed timestep.
- bevy-camera-systems - Viewpoint that may read mouse motion.
- godot-input-handling - Equivalent Godot skill.
Downstream / consumers
- bevy-audio-systems - The audio control example reads
ButtonInput<KeyCode>to pause and mute.
Master
- bevy-master - Bevy router.
