Godot Engine is a popular choice among developers for creating games and interactive applications, offering flexibility and extensive customization. When working on complex projects, you may need to adjust input mappings, such as the “ui_left” action, which controls leftward movement in standard game setups. This tutorial will provide an in-depth guide on how to hard edit the binding for ui_left on Android, macOS, and across platforms.
This post will help you:
- Understand the process of editing input bindings in Godot
- Learn platform-specific techniques for Android and macOS
- Avoid potential pitfalls while customizing your input map
- Lock the transformation of objects for enhanced controls
By the end, you’ll have a strong grasp of adjusting these settings to match your game’s unique requirements.
What Is the “ui_left” Binding in Godot?
The “ui_left” action is part of Godot’s default input mappings, enabling directional movement to the left. While this is pre-configured for typical devices (like keyboards with the left arrow key), developers sometimes need to customize these bindings—especially when creating games tailored for touch devices, controllers, or specialized inputs.
Customizing “ui_left” allows you to redefine what triggers this action, adapting the gameplay experience for your target platform and audience.
How to Hard Edit the Binding for ui_left on Android
Editing the input binding for Android devices, particularly touch inputs, requires navigation through Godot’s input map settings. Here’s how to do it step by step:
- Access Input Settings
Start by opening your Godot project. From the top menu, click on Project and then select Project Settings.
- Navigate to Input Map
Within the Project Settings window, locate the Input Map tab. This tab contains all the input actions defined in your project.
- Find “ui_left”
Scroll through the list of input actions until you find “ui_left.” This action is pre-defined in Godot, but if it’s missing, you can add it manually by typing “ui_left” in the action name field and clicking Add.
- Add Input Event
Click the plus (+) icon next to “ui_left” to add a new input event. For Android, you’ll want to define a touch area corresponding to the “ui_left” movement. Choose the appropriate input type, such as Screen Touch or Joy Button, and adjust the parameters as needed.
- Test Your Configuration
Once you’ve set the bindings, test them on an Android device to ensure they function as intended. Open your game on the device and confirm that the touchpoint triggers the “ui_left” action correctly.
- Fine-Tune Touch Areas
If necessary, tweak the touch area coordinates or sensitivity to align with your game’s specific design requirements.
By following these steps, you can ensure a smooth, personalized gameplay experience for Android users.
Hard Editing the Binding for ui_left on macOS
For developers working on macOS, the process of editing input bindings is slightly different but equally straightforward:
- Open Input Map
Launch your project in Godot, access Project Settings from the top menu, and then go to the Input Map tab.
- Select “ui_left”
Locate the “ui_left” action in the input map. Again, if it’s not present, add it manually.
- Add Keyboard Input
For macOS development, you might want to assign this action to specific keys. Click the plus (+) button next to “ui_left” and choose Key as the input type. Assign a key of your choice, such as the left arrow key or the “A” key.
- Lock Rotation if Necessary
If your game involves rigid body objects, ensure their rotation is locked. For Godot 4, this can be done under the RigidBody2D > Deactivation properties. Look for the setting called Lock Rotation and enable it.
- Test on macOS
Run your game on macOS and confirm that the “ui_left” action responds as expected to the new key binding.
By adapting these settings for macOS, you enhance keyboard-based gameplay while maintaining full control over transformations.
How to Lock Transformations for Objects in Godot

Apart from customizing input bindings, developers often need to lock object transformations such as rotation, position, or scale. Godot makes this process relatively straightforward:
- Select the RigidBody2D Node
Navigate to the scene hierarchy and locate the RigidBody2D node for the object whose transformations you want to lock.
- Access Deactivation Properties
Click on the “Deactivation” tab within the Inspector panel.
- Enable Lock Rotation
Under Deactivation Properties, you’ll find an option called “Lock Rotation.” Enabling this feature ensures that the selected object maintains its rotational state during gameplay.
Locking transformations is a powerful tool in your Godot development toolkit, whether you’re preventing objects from spinning unnecessarily or ensuring consistent physics behaviors.
Managing Cross-Platform Configurations
Godot’s strength lies in its cross-platform flexibility. When creating bindings like “ui_left,” consider these tips for a seamless experience across multiple platforms:
- Create Platform-Specific Profiles
Use Godot’s scripting capabilities to detect the platform at runtime. Then, to ensure the best user experience, load the appropriate input profile based on the platform.
- Save and Load Input Settings
Provide players with the ability to customize their controls and save these settings to a file. This not only enhances usability but also adds a layer of accessibility.
- Test Extensively
Always test your input bindings on each platform you’re targeting. Each environment has unique quirks that may require fine-tuning.
Advanced Tips to Enhance Input Management
- Use Input Debugging Tools
Enable Godot’s debug tools to monitor input events in real-time. This can help you identify issues with bindings and make adjustments swiftly.
- Optimize for Performance
Minimize the number of simultaneous input events for touch inputs or rapid action games to reduce latency.
- Standardize Action Names
Use consistent naming conventions for input actions across your project to maintain clarity and streamline code maintenance.
Why These Steps Matter
Customizing input bindings and locking transformations may seem like small adjustments, but they significantly impact player experience. They ensure intuitive controls, polished gameplay mechanics, and seamless cross-platform functionality. By mastering these settings in Godot, you’re setting a solid foundation for any project you undertake.
Conclusion
Editing the binding for “ui_left” in Godot is a simple yet powerful way to tailor the gameplay experience for your users. Whether you’re optimizing for Android touch inputs, macOS keyboards, or multiple platforms simultaneously, following the steps outlined in this guide will set you on the path to success.
Need more tips on mastering Godot? Explore our blog for comprehensive tutorials, or join our community of developers to share ideas and grow together. Happy developing!
Frequently Asked Questions
1. Can I rebind the “ui_left” action dynamically during gameplay?
You can use Godot’s scripting language (GDScript) to dynamically rebind input actions. This is particularly useful for games with customizable controls.
2. What’s the best way to handle input for dual-platform games (e.g., PC and mobile)?
Detect the platform at runtime and load platform-specific input profiles. Godot provides `OS` functions to help identify the running platform.
3. How do I reset default input bindings in Godot?
To reset input bindings, go to the Input Map tab in Project Settings, remove custom bindings, and re-add the default values.
4. Are there alternatives to locking rotation in RigidBody2D?
If locking rotation isn’t an option, consider using `KinematicBody2D` instead of `RigidBody2D` for greater control over object behavior.
5. Is there a limit to the number of custom input actions I can add?
Godot does not impose a strict limit on input actions. However, to prevent confusion, keep the list organized and manageable.