Click between ticks

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Click between ticks

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let you click instantly between ticks in minecraft

Mod Loaders
Minecraft

About

Description

This mod allows players to do input instantly in minecraft 

A Fabric mod for Minecraft 1.21.11 that captures every mouse, keyboard,
and custom-bound input edge the instant GLFW reports it, and dispatches it
immediately - instead of only setting a flag that waits for the next client
tick to be picked up.

## What this actually does (read this first)

Two different things get called "ticks" in Minecraft, and the mod's real
value depends on which one you mean:

1. **Render frames.** GLFW input events are already polled once per
   *rendered frame*, not once per logical tick, and vanilla's own input
   handlers already run inside GLFW's callbacks. At any FPS above 20, this
   means basic press/click *detection* is already far more frequent than
   the 20Hz logical tick - vanilla isn't silently dropping raw events
   between ticks the way it might look from the outside.
2. **Logical (simulation) ticks.** Things like attack cooldown, mining
   progress, and entity movement are computed by Minecraft's fixed-rate
   20Hz simulation loop. That fixed step is fundamental to how physics and
   combat timing work, and on any server you don't control it's the
   *server's* tick loop - not your client - that ultimately decides when
   your action actually takes effect. No client-side mod, this one
   included, can make block-breaking or attack timing happen "between"
   simulation ticks without literally running extra simulation steps, which
   would desync speed/physics constants that assume a fixed 50ms step. This
   mod deliberately does **not** try to do that.

What it *does* give you: the moment any key, mouse button, cursor move, or
scroll happens, `InstantInputEvents` fires **inline, inside the same GLFW
callback** - before the client has even reached its next logical tick -
instead of waiting for something to poll a flag later. Anything you build
on `InstantInputEvents` (a custom action, a packet, a UI update) reacts as
fast as the engine physically allows, and you get a precise
nanosecond-resolution timestamp of how far "into" the tick period the input
actually landed, which vanilla doesn't expose at all.