Controls for the phone

Version: Godot 3.5.3
I need to make controls for the phone in the game, for this I used the TouchScreenButton node to implement the buttons. I made 4 TouchScreenButtonDown, TouchScreenButtonLeft, TouchScreenButtonRight, TouchScreenButtonUp buttons to control. I wrote the code for them, but for some reason the buttons do not respond to clicks and do not move the character. Can you help with this
extends KinematicBody

signal hit

export var speed = 14.0
export var jump_impulse = 20.0
export var fall_acceleration = 75.0
export var bounce_impulse = 16.0

var velocity = Vector3.ZERO
var direction = Vector3.ZERO

func _physics_process(delta):
direction = Vector3.ZERO
if Input.is_action_pressed(“move_right”):
direction.x += 1
if Input.is_action_pressed(“move_left”):
direction.x -= 1

if Input.is_action_pressed("move_back"):
	direction.z += 1
if Input.is_action_pressed("move_forward"):
	direction.z -= 1
if direction != Vector3.ZERO:
	direction = direction.normalized()
	$Pivot.look_at(translation + direction, Vector3.UP)
	$AnimationPlayer.playback_speed = 4.0
	$AnimationPlayer.playback_speed = 1.0
velocity.x = direction.x * speed
velocity.z = direction.z * speed

if is_on_floor() and Input.is_action_pressed("jump"):
	velocity.y += jump_impulse
velocity.y -= fall_acceleration * delta
velocity = move_and_slide(velocity, Vector3.UP)

for index in range(get_slide_count()):
	var collision = get_slide_collision(index)
	if collision.collider.is_in_group("mob"):
		var mob = collision.collider
		if > 0.1:
			velocity.y = bounce_impulse

$Pivot.rotation.x = PI / 6.0 * velocity.y / jump_impulse

func die():

func _ready():
# Проверяем сигналы
if not $TouchScreenButtonLeft.is_connected(“pressed”, self, “_on_TouchScreenButtonLeft_pressed”):
$TouchScreenButtonLeft.connect(“pressed”, self, “_on_TouchScreenButtonLeft_pressed”)

if not $TouchScreenButtonRight.is_connected("pressed", self, "_on_TouchScreenButtonRight_pressed"):
	$TouchScreenButtonRight.connect("pressed", self, "_on_TouchScreenButtonRight_pressed")

if not $TouchScreenButtonUp.is_connected("pressed", self, "_on_TouchScreenButtonUp_pressed"):
	$TouchScreenButtonUp.connect("pressed", self, "_on_TouchScreenButtonUp_pressed")

if not $TouchScreenButtonDown.is_connected("pressed", self, "_on_TouchScreenButtonDown_pressed"):
	$TouchScreenButtonDown.connect("pressed", self, "_on_TouchScreenButtonDown_pressed")

func _on_TouchScreenButtonLeft_pressed(): лево
direction.x = -1

func _on_TouchScreenButtonRight_pressed(): право
direction.x = 1

func _on_TouchScreenButtonUp_pressed(): #вперёд
direction.z = -1

func _on_TouchScreenButtonDown_pressed():#назад
direction.z = 1

func _on_MobDetector_body_entered(body):

func _on_TouchScreenButton_pressed(): #прыжок
if is_on_floor():
velocity.y += jump_impulse

Some of that Markdown broke but I think I get the picture.

First: are any objects obscuring or overlapping your buttons? If you’re using say a ColorRect for a shader, it may by default not be allowing mouse input, so set its filter to “Stop.” And this is a dumb common sense one, but make sure you’ve mapped the Touch Screen buttons to actual inputs.

I tried to do what you said, I added the TouchScreenButton buttons to ColorRect and set the mouse filter to “stop”, but the buttons still do not respond to pressing.
func _ready():
# Проверяем сигналы
if not $“/root/Main/UserInterface/ColorRect/TouchScreenButtonLeft”.is_connected(“pressed”, self, “_on_TouchScreenButtonLeft_pressed”):
$“/root/Main/UserInterface/ColorRect/TouchScreenButtonLeft”.connect(“pressed”, self, “_on_TouchScreenButtonLeft_pressed”)

if not $"/root/Main/UserInterface/ColorRect/TouchScreenButtonRight".is_connected("pressed", self, "_on_TouchScreenButtonRight_pressed"):
	$"/root/Main/UserInterface/ColorRect/TouchScreenButtonRight".connect("pressed", self, "_on_TouchScreenButtonRight_pressed")

if not $"/root/Main/UserInterface/ColorRect/TouchScreenButtonUp".is_connected("pressed", self, "_on_TouchScreenButtonUp_pressed"):
	$"/root/Main/UserInterface/ColorRect/TouchScreenButtonUp".connect("pressed", self, "_on_TouchScreenButtonUp_pressed")

if not $"/root/Main/UserInterface/ColorRect/TouchScreenButtonDown".is_connected("pressed", self, "_on_TouchScreenButtonDown_pressed"):
	$"/root/Main/UserInterface/ColorRect/TouchScreenButtonDown".connect("pressed", self, "_on_TouchScreenButtonDown_pressed")

func _on_TouchScreenButtonLeft_pressed():
direction.x = -1
func _on_TouchScreenButtonRight_pressed():
direction.x = 1
func _on_TouchScreenButtonUp_pressed():
direction.z = -1
func _on_TouchScreenButtonDown_pressed():
direction.z = 1