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Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2controlsKit.kit — the map the controls kit holds while a scheme is live. It carries no controls of its own: the kit reads keyboard, mouse, pads and touch itself (see `controlsKit.controls`). What this map does is stand down the engine's default `player` controls while the kit is in charge, so the builtin walk scheme and its on-screen buttons step aside instead of answering the same keys and drawing a second set of touch controls. `Controls.use(name, { takeOver = false })` leaves them running; `Controls.stop()` releases this map and they come straight back.
Held by the controls kit while a scheme is live. Suits any world using controlsKit: it stands the default player controls and their touch buttons down so the kit's own scheme is the only one answering.Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.