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
Code:
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
else: 
	$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 Vector3.UP.dot(collision.normal) > 0.1:
			mob.squash()
			velocity.y = bounce_impulse

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

func die():
emit_signal(“hit”)
queue_free()

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):
die()

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
Godot_v3.5.3-stable_mono_win64_IpaQGt11K8