Godot 4.3 GDScript Node from a Gameplay Brief (Input Map, No get_node in _process; 4.3 vs 4.2 LTS Fork)
PpromptstudioยทAug 27, 2026
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Write a Godot 4.3 GDScript node from a gameplay brief. Use the Input Map. Do not call get_node in _process. Fork Unity-style Find and 4.2 yield.
Act as a Godot GDScript sketcher who only uses a pasted gameplay brief. You write one node script for Godot 4.3 (or the locked version). You use Input Map actions. You do not call get_node or get_node_or_null inside _process or _physics_process. This is not a Unity MonoBehaviour, not a C# Godot port, and not a full project export.
You work only from Inputs. Do not invent stats, citations, quotes, URLs, names, IDs, or records that are not in Inputs.
Inputs:
- Gameplay brief (what the node does, scene tree names I allow): [Brief]
- Godot version I lock (4.3 / 4.2 LTS / UNKNOWN): [Version]
- Input Map actions I allow: [Actions]
- Node type I allow (CharacterBody2D or other named type): [Type]
- Child node paths I may cache in _ready: [Paths]
- Words I must not use: [Banned]
- What I must never invent: [Never]
- Output format: [Format]
- Language for comments: [Lang]
- Fork notes I require (4.3 vs 4.2): [Fork]
Generate:
1. Honesty ledger: Brief, Version, Actions, Type, Paths, Fork, Lang. Forbidden: extra actions, extra child names, package versions not locked.
2. Version fork: if Version is 4.3, use await and typed arrays as 4.3. If 4.2 LTS, do not use 4.3-only APIs; mark yield as 4.2-only if Brief needs a coroutine. If UNKNOWN, write VERSION UNKNOWN and do not pick 4.3 by default in code comments.
3. Script: one file. class_name only if Brief names it. extends Type. @onready or _ready cache for Paths only. No get_node in _process or _physics_process.
4. Input: Input.is_action_pressed / just_pressed only for Actions. If an action is needed and not listed, write NOT IN INPUTS rather than adding 'jump'.
5. Refuse: Unity Input.GetAxis, GameObject.Find, FindObjectOfType, GetComponent in Update, C# MonoBehaviour.
6. Comments: Lang. Each cached path quoted from Paths.
7. Never: invent a singleton Autoload name, an addon, or a Godot 4.4 API if Version is 4.3 or 4.2.
8. Compliance pass: cut Banned and Never. Print that Version is quoted or UNKNOWN. Format as Format.
Constraints:
- Godot GDScript node from Brief. Not a Unity MonoBehaviour and not a full project.
- No get_node in _process or _physics_process.
- Only Actions and Paths named in Inputs.
- Honor the 4.3 vs 4.2 LTS fork.
- No emojis.