yeah, you’re right. This was all thrown in to _physics_proccess() with lots of branches determining which set of code to run, which in hindsight was a pretty bad idea. Next time I’ll use _InputEvent(Event) and maybe pull some of the code out of _physics_process(). I probably also should have worked on some of the input mapping a couple days before I released the game so I had more time to realize what went wrong with it XD. Thanks for the suggestions