How to use unhandled input functionality in physics process?

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:bust_in_silhouette: Asked By Nanogines

I’m new to Godot and I’m having this issue.

I want to put an unhandled input ability to my mouse click but I can’t because I have to put it in physics process delta. I want all my inputs to be unhandled. How can I have both? Code:

extends KinematicBody2D

const UP = Vector2(0,-1)
var motion = Vector2()
var is_dead = false
var grav = 18
var timer = null
var is_dashing = false
func _physics_process(delta):
	if is_dead == false:
		motion.y += grav
		
		motion.x = 300
		
		if Input.is_action_pressed("ui_right"):
			dash()
			
		if is_on_floor():
			if Input.is_action_just_pressed("ui_select"):
				motion.y = -400
				if Pixel.has_node("pass_through"):
					Pixel.set_collision_mask_bit(1,false)
				else:
					motion.y = -400
		move_and_slide(motion,UP)
		
		if get_slide_count():
			for i in range(get_slide_count()):
				if "Fire" in get_slide_collision(i).collider.name:
					dead()
		if get_slide_count():
			for i in range(get_slide_count()):
				if "Flame" in get_slide_collision(i).collider.name:
					dead()


func dead():
	is_dead = true
	$DeathSound.play()
	motion = Vector2(0,0)
	$Particles2D.emitting = true
	$Sprite.play("dead")
	$CollisionShape2D.disabled = true
	$deadtimer.start()

func _on_Luck_Bits_body_entered(body):
	global.luckscore +=1
	print(global.luckscore)

func _on_Spring_body_entered(body):
	motion.y = -500

func _on_deadtimer_timeout():
	get_tree().reload_current_scene()


func _on_ghost_timer_timeout():
	if Input.is_action_pressed("ui_right"):
		var this_ghost = preload("res://ghost.tscn").instance();
		get_parent().add_child(this_ghost)
		this_ghost.position = position;  
		this_ghost.texture = $Sprite.frames.get_frame($Sprite.animation , $Sprite.frame);
		


func dash():
	motion.x += 300


func _on_dashtimer_timeout():
	motion.x = 300


func _on_DashButton_pressed():
	dash()