lavic.inputMap
The pilgrim's controls: climb, look, jump, dishelm, free a lost knight, pause — plus the `sprint` the humanoid's `CharacterController` reads by name, labelled **Scramble** here.
lavic
The pilgrim's controls: climb, look, jump, dishelm, free a lost knight,
pause — plus the sprint the humanoid's CharacterController reads by
name, labelled Scramble here.
Group player, pointerLock = true. The rules slice stands the whole
group down through game.rules.hold whenever the round is not in the
player's hands.
| Control | Label | Keyboard / mouse | Gamepad | Touch |
|---|---|---|---|---|
move | Climb | WASD | left stick | left virtual stick |
look | Look | mouse (locked), right-drag | right stick | drag the right half |
jump | Jump | Space | south | button, priority 10 |
sprint | Scramble | Shift | left stick click | — (declared false) |
helm | Helm | Q, H | west | button, largest, priority 5, group act |
free | Free | E | north | button, priority 15, group act |
pause | Pause | Escape | start | button, small, priority 90 |
Four touch buttons, which is the overlay's two-column budget before it
drops every circle a size step — the reason sprint declares no touch
class. Helm and Free share the act group so they render adjacently, and
Helm's low priority puts it first.
Read the live set rather than this table when drawing a prompt:
Zin.observe.control(name) and Zin.scheme.live() answer what is
actually bound this session, and Zin.gamepad.label("west") resolves the
glyph the connected pad prints.
Scoped to this part · feeds back into the world's score.