InputEventScreenDrag in Godot – Complete Guide

Touch-based controls are becoming a staple feature in modern game design, particularly on mobile platforms. Capturing and responding to various touch events is essential for creating intuitive and engaging gameplay experiences. In this tutorial, we dive into the realm of Godot 4’s InputEventScreenDrag class, unlocking the ability to craft responsive drag interactions in your games.

What is InputEventScreenDrag?

Understanding InputEventScreenDrag

InputEventScreenDrag is a class in the powerful Godot Engine that represents a drag event on the screen. It’s a subclass of InputEventFromWindow, providing developers with detailed information about the user’s drag actions. Being part of Godot’s input event system, this class plays a crucial role in detecting and managing drag-related input across different platforms.

What is it for?

It’s essential for implementing features like dragging objects around the screen, creating swipe gestures, or even more complex mechanics such as drawing and handwriting recognition in your applications. With the level of detail provided by the properties in this class, you can refine the input handling to respond accurately to how the user is interacting with your game.

Why should I learn it?

Mastering InputEventScreenDrag equips you with the ability to enrich your game’s interactivity, making gameplay feel more natural and enjoyable. By understanding this class, you’ll be able to provide feedback based on the user’s touch, such as the speed of a swipe or the pressure of a drag, which can greatly enhance user experience. Whether you’re new to game development or a seasoned coder, learning to effectively use InputEventScreenDrag is a valuable skill in crafting modern, touch-friendly games.

CTA Small Image

Setting Up the Godot Environment

Before we begin handling drag events, let’s make sure our Godot environment is properly set up for touch input. Here’s how to get started:

# Go to Project Settings under the 'Project' Menu
# In the 'Input Devices' section, click on 'Pointing'
# Make sure that 'Emulate Mouse From Touch' is on for testing on non-touch devices

This setup will allow you to emulate touch events with mouse clicks, making it easier to test your game on a desktop during development.

Handling InputEventScreenDrag in Godot

Our first mission is to detect when a drag event occurs. This can be done within the `_input` method of any node that inherits from `Node` or its subclasses:

func _input(event):
    if event is InputEventScreenDrag:
        # Your drag handling code goes here

Here’s how to react to the start of a drag event by getting position data:

func _input(event):
    if event is InputEventScreenDrag:
        var start_position = event.position
        print("Drag started at: ", start_position)

Moving to the specifics of the `InputEventScreenDrag` event, we can capture properties like the relative drag distance and speed:

func _input(event):
    if event is InputEventScreenDrag:
        var drag_relative = event.get_relative()
        var drag_speed = event.get_speed()
        print("Dragged relative: ", drag_relative)
        print("Drag speed: ", drag_speed)

Moving Objects with Drag Events

To give a practical example, let’s make a sprite follow our drag movement. First, create a Sprite node and attach the following script:

extends Sprite

func _input(event):
    if event is InputEventScreenDrag:
        self.position += event.relative

With the `relative` property, we can update the position of the sprite to follow the drag direction and distance.

Creating a Swipe Gesture

Detecting swipe gestures is another common use for `InputEventScreenDrag`. Here’s a simple way to detect a left swipe:

var swipe_threshold = -50  # Change this value based on your needs

func _input(event):
    if event is InputEventScreenDrag:
        if event.relative.x < swipe_threshold:
            print("Swiped left!")

This checks if the relative movement on the x-axis is less than our threshold, which might indicate a left swipe.

Conclusion & Next Steps

We have established a solid foundation for handling drag input in Godot with `InputEventScreenDrag`. By using the properties of this event class, such as `position` and `relative`, we’re able to create interactive and responsive mechanics.

In the next part of our tutorial series, we’ll take everything a step further. We’ll explore how to use drag events to implement multi-touch controls and integrate these features into a more polished gameplay scenario. Stay tuned to enhance your game development skills with Godot 4!

Advanced Drag Handling: Multi-Touch and Beyond

Dealing with multi-touch inputs is a step closer to a fully interactive mobile experience. In Godot, handling multiple inputs simultaneously can seem daunting at first, but with the right approach, it gets easier. Let’s see how to extend our drag handling to support multiple touches.

Firstly, we need to track touch events with their respective IDs:

var touch_points = {}  # Dictionary to hold touch point data

func _input(event):
    if event is InputEventScreenDrag:
        touch_points[event.get_index()] = event.position

For every touch point, we store its position in a dictionary with the touch index as the key. We can later use this data to move multiple objects or create complex gestures.

To remove the touch points when the finger is lifted from the screen, listen for the `InputEventScreenTouch` event where `is_pressed()` is false:

func _input(event):
    if event is InputEventScreenTouch and not event.is_pressed():

Let’s apply this to control multiple instances of a game character. Imagine you have a `Character` scene that you instantiate multiple times. Attach the following script to the parent node where the `Character` instances are children:

var touch_points = {}  # Keeps track of touch points
var characters = []  # Holds the character instances

func _ready():
    # Assume we have 5 characters
    for i in range(5):
        var character = Character.instance()

func _input(event):
    if event is InputEventScreenDrag:
        touch_points[event.get_index()] = event.position
        # Make characters follow the drag event corresponding to their index
        if event.get_index() < characters.size():
            characters[event.get_index()].position = event.position

    if event is InputEventScreenTouch and not event.is_pressed():

Now, let’s implement zooming functionality using two-finger pinch gestures. This can be handy for maps, photos, or any content you wish to scale:

var initial_distance = -1

func _input(event):
    if touch_points.size() >= 2:
        var touch_positions = touch_points.values()
        var current_distance = touch_positions[0].distance_to(touch_positions[1])

        if initial_distance == -1:
            initial_distance = current_distance

        var zoom_factor = current_distance / initial_distance
        # Now apply zoom_factor to your content

        if event is InputEventScreenTouch and not event.is_pressed():
            initial_distance = -1

Detecting rotations can build upon this system adding even more interactivity. Here’s a way to compute the angle between two touch points:

var initial_vector = Vector2()

func _input(event):
    if touch_points.size() == 2:
        var touch_positions = touch_points.values()
        var current_vector = touch_positions[0].direction_to(touch_positions[1])

        if initial_vector == Vector2():
            initial_vector = current_vector

        var angle = initial_vector.angle_to(current_vector)
        # Now apply this angle to rotate your content

        if event is InputEventScreenTouch and not event.is_pressed():
            initial_vector = Vector2()

Each snippet here builds upon the existing knowledge of handling single-touch drag events and expands it into the realm of multi-touch input. Through these examples, we hope to have illuminated the path for creating more dynamic and interactive mobile games using Godot 4.

Keep experimenting with the code, and remember to consider the nuances of touch input, like the size and orientation of the touch points, to refine user experience. Happy coding, and may your drag and multi-touch adventures lead to compelling gameplay experiences!Expanding on our multi-touch system, let’s consider situations where your game requires tracking of touch drags and detecting when two fingers cross paths, which could be a gesture of swapping items or rotating elements in a puzzle game.

Track the previous positions of your touch points in order to compare them with current positions and detect crosses:

var touch_points = {}  # Stores current touch positions
var prev_touch_points = {}  # Stores previous touch positions

func _input(event):
    if event is InputEventScreenDrag:
        # Update previous positions if they exist before overwriting
        if event.get_index() in touch_points:
            prev_touch_points[event.get_index()] = touch_points[event.get_index()]

        # Store the new positions
        touch_points[event.get_index()] = event.position
        # Detect crossing
        if touch_points.size() == 2 and prev_touch_points.size() == 2:
            var current_positions = touch_points.values()
            var prev_positions = prev_touch_points.values()
            if is_crossing(current_positions[0], current_positions[1],
                           prev_positions[0], prev_positions[1]):
                print("Fingers crossed!")

func is_crossing(current_pos1, current_pos2, prev_pos1, prev_pos2):
    # Logic to determine if two lines (prev to current positions) intersect
    # Return true if they cross, false otherwise

For handling complex gestures like a circular motion, you may want to use angle changes over time:

var start_angle = -1
var angle_threshold = PI / 4  # 45 degrees, adjust as needed

func _input(event):
    if event is InputEventScreenDrag and touch_points.size() == 1:
        var center = Vector2()  # Assume this is the center of your object
        var touch_pos = event.position
        if start_angle == -1:
            start_angle = (touch_pos - center).angle()
            var current_angle = (touch_pos - center).angle()
            var angle_change = start_angle - current_angle
            if abs(angle_change) > angle_threshold:
                print("Circular motion detected!")
                start_angle = current_angle

To implement a double-tap mechanic, you can use timers resetting after each tap:

var tap_count = 0
var tap_timer =

func _ready():
    tap_timer.wait_time = 0.3  # Let the timer wait for 300ms
    tap_timer.connect("timeout", self, "_on_tap_timer_timeout")

func _input(event):
    if event is InputEventScreenTouch and event.is_pressed():
        tap_count += 1
        if not tap_timer.is_stopped():
            if tap_count == 2:
                print("Double tap detected!")
                tap_count = 0

func _on_tap_timer_timeout():
    tap_count = 0

For games that require hold and release mechanics, like charging a jump or firing a weapon after holding down a button, you can use the following approach:

var is_holding = false
var hold_timer =

func _ready():
    hold_timer.wait_time = 1.0  # Hold duration before action
    hold_timer.connect("timeout", self, "_on_hold_timer_timeout")

func _input(event):
    if event is InputEventScreenTouch:
        if event.is_pressed():
            is_holding = true
            is_holding = false

func _on_hold_timer_timeout():
    if is_holding:
        print("Hold action triggered!")
        # Trigger your action here

By combining these examples with the multi-touch and drag input fundamentals, you’ll be well equipped to handle a variety of touch inputs in your Godot games. Each of these code snippets can be adapted and expanded upon to fit the particular mechanics of your game.

Remember that the beauty of Godot and its scripting flexibility is that you can tailor everything to your game’s needs. It might require tweaking values, experimenting with different gestures, and always testing with actual touch devices to ensure responsiveness and user enjoyment. Keep pushing the limits, and you’ll find that there’s an incredible amount you can do to make your game control as intuitive and interactive as possible.

Continuing Your Game Development Journey

You’ve come a long way in learning about InputEventScreenDrag and touch event handling in Godot 4. This is just the beginning of what’s possible in game development with Godot! To continue honing your skills and create amazing games from scratch, consider delving deeper with our comprehensive Godot Game Development Mini-Degree. This program is designed for both beginners and seasoned developers, featuring a project-based learning approach that covers a wide range of topics, from 2D and 3D assets to complex game mechanics.

With our flexible and high-quality courses, you have the opportunity to learn at your own pace and earn certificates that showcase your expertise. If you’re eager to explore even more content, browse through our diverse selection of Godot courses at Zenva’s Godot course collection. Whether you dream of publishing your own games, landing a job in the industry, or starting your own development studio, we are here to support you on your journey. Let’s keep learning and turning our creative visions into playable realities!


We’ve tapped into the potential of Godot 4’s InputEventScreenDrag, which is just a glimpse into the immense possibilities of game development with this robust engine. Whether you’re an enthusiastic newcomer or an experienced developer looking to refine your skills, the journey toward creating engaging, intuitive, and memorable games continues. By mastering techniques like touch input and drag events, you’re setting the stage for rich and interactive game experiences that players worldwide will love.

Fuel this journey by exploring our Godot Game Development Mini-Degree, where we endeavor to equip you with the knowledge and practical skills needed to bring your unique game ideas to life. Passion, creativity, and the power of Godot can turn your gaming dreams into reality. Don’t wait to start creating – the next great game could be yours, and we at Zenva are excited to be part of your adventure in the ever-evolving world of game development.

Python Blog Image

FINAL DAYS: Unlock coding courses in Unity, Godot, Unreal, Python and more.