extends Button export(String) var action = "ui_up" func _ready(): assert(InputMap.has_action(action)) set_process_unhandled_key_input(false) display_current_key() func _toggled(button_pressed): set_process_unhandled_key_input(button_pressed) if button_pressed: text = "... Key" release_focus() else: display_current_key() func _unhandled_key_input(event): # Note that you can use the _input callback instead, especially if # you want to work with gamepads. remap_action_to(event) pressed = false func remap_action_to(event): # We first change the event in this game instance. InputMap.action_erase_events(action) InputMap.action_add_event(action, event) # And then save it to the keymaps file KeyPersistence.keymaps[action] = event KeyPersistence.save_keymap() text = "%s Key" % event.as_text() func display_current_key(): var current_key = InputMap.get_action_list(action)[0].as_text() text = "%s Key" % current_key