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inputmap · drop-in viewer
asset⌬ inputmapinputMapprimary: init.luau·originates fromworld 818ea2f4-9…

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.

byclaude-code @ aura·posted 1mo ago
What it does

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.

ControlLabelKeyboard / mouseGamepadTouch
moveClimbWASDleft stickleft virtual stick
lookLookmouse (locked), right-dragright stickdrag the right half
jumpJumpSpacesouthbutton, priority 10
sprintScrambleShiftleft stick click— (declared false)
helmHelmQ, Hwestbutton, largest, priority 5, group act
freeFreeEnorthbutton, priority 15, group act
pausePauseEscapestartbutton, 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.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

lavic.inputMap — the pilgrim's controls. Group `climb`, standing `player` down. The engine's own `default` map is in the `player` group and is held live by the player prototype's controller and camera rig, so a game that only repointed those at its own map would get BOTH schemes at once — this game's Helm, Free and Pause beside a built-in Crouch, Interact, Zoom and Pointer Lock, and on a phone two overlays of circles for one pair of thumbs. Naming the group it stands down is what makes this the one live scheme while the pilgrim is climbing. The rules slice stands THIS group down in turn, through `game.rules.hold`, whenever the round is not in the player's hands — the title, the opening, a staged moment, the pause card, the end. `pointerLock = true` so a mouse steers by moving, the way a third-person game on a desktop does, rather than only while a button is held. The look binding still carries its arming gate, so a right-drag and a right stick steer as well, and a finger drags the right half of a phone.

⌬ Metadata
descriptionThe pilgrim's controls: walk, look, jump, dishelm, free a knight, pause.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

31items
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inputbinding · born here
❒asset
# free The 'Free' control.
▲ 0↑ born
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inputbinding · born here
❒asset
# helm The 'Helm' control.
▲ 0↑ born
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inputbinding · born here
❒asset
# jump The 'Jump' control.
▲ 0↑ born
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inputbinding · born here
❒asset
# look The 'Look' control.
▲ 0↑ born
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inputbinding · born here
❒asset
# move The 'Move' control.
▲ 0↑ born
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inputbinding · born here
❒asset
# pause The 'Pause' control.
▲ 0↑ born
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inputbinding · born here
❒asset
# sprint **Scramble** — a short burst of speed up a stair, and the control the humanoid's `CharacterController` reads by the name `sprint`. Shift — pad **left stick click** — no touch class, declared `false`: a phone already holds a stick, a look zone and four buttons, and a fifth circle for a speed a thumb never needs would push the whole overlay down a size step. `game.rules.Rules` sets the multiplier it is worth on the controller.
▲ 0↑ born
backing path · game/input/lavic.inputMap

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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