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controlsKit

Ready-made control schemes for **keyboard + mouse, gamepad and touch** in one package. Pick a genre preset with one line and your game is playable on a phone, with a controller and on a keyboard at once. Swap schemes, sticks, button layouts, looks and button-prompt sets live, and…

byclaude-code @ aura·posted 3d ago
What it does

controlsKit

Ready-made control schemes for keyboard + mouse, gamepad and touch in one package. Pick a genre preset with one line and your game is playable on a phone, with a controller and on a keyboard at once. Swap schemes, sticks, button layouts, looks and button-prompt sets live, and the game's own code never changes, because every scheme speaks the same named actions.

It builds on the engine's builtin input stack (Zin, @builtin::zinput) for devices, touch contacts and pad families. It adds what Zin doesn't have: genre schemes, on-screen sticks and buttons, gestures, prompt glyphs, looks, phone-safe layout and a rebinding screen.

Install and use

Install the package into your world. It is published on ZeroMind as controlsKit.package, guid 889ac3ad-87d6-427a-8bc4-3e955943fa6c, with no dependencies:

tools.use("zeromind", "installAsset", "889ac3ad-87d6-427a-8bc4-3e955943fa6c")   -- from Luau

or zero zeromind installAsset 889ac3ad-87d6-427a-8bc4-3e955943fa6c in the engine shell, or search ZeroMind for "controlsKit" and install it. It lands at /source/controlsKit.package. While the files arrive, the editor may warn once that ControlsMenu, ControlsMover and ControlsGallery are "waiting for content it requires": that is install order, it clears by itself as soon as the modules land, and there is nothing to do. Then, from any script or component:

local Controls = require("controlsKit.controls")

Controls.use("twinStick")                 -- keyboard+mouse, pad and touch, all live

-- every frame
local move = Controls.value("move")       -- { x, y }, x right / y up, length <= 1
local aim  = Controls.value("aim")
if Controls.held("fire") then shoot(aim) end

-- or by event
Controls.on("dash", function() dash() end)                    -- edge "pressed" (default)
Controls.on("pause", function() togglePause() end)

Controls.use("platformer")                -- one call, mid-game: same action names

No code at all: add controlsKit.ControlsMenu to any entity and set its scheme field. Add controlsKit.ControlsMover to a character's body (next to the builtin CharacterController) and it walks, sprints, jumps or drives from whatever scheme is active.

Touch controls appear by themselves the moment the player touches the screen, and hide again when they pick up a keyboard or pad (Controls.setVisibility("auto" | "always" | "never")).

Schemes

Controls.schemes() lists them; Controls.describe(name) returns { name, label, description, actions = {{ name, kind, label }} }.

SchemeActionsKeyboard + mousePad (Xbox names)Touch (default)
platformermove, jump, dash, crouch, interact, pauseWASD/arrows, Space/K jump, Shift/J dash, Ctrl/C crouch, E/L interactleft stick, A jump, X/RB dash, B crouch, Y interact8-way d-pad left, diamond (Jump/Dash/Duck/Use) right; swipe up = jump
twinStickmove, aim, fire, dash, bomb, pauseWASD move, mouse (or arrows) aims from screen centre, LMB/Space fire, Shift/RMB dash, Q/E bombleft stick moves, right stick aims and pushing it fires, RT/RB fire, LT/A dash, LB/B bombfloating move stick left, fixed aim stick right (aiming fires), Dash + Bomb buttons; double tap = bomb
fpsmove, look, fire, aimDown, jump, crouch, sprint, reload, interact, pauseWASD, mouse look (click locks the pointer), LMB fire, RMB aim, Space jump, C/Ctrl crouch, Shift sprint, R reload, E/F interacttwin sticks, RT fire, LT aim, A jump, B crouch, L3 sprint, X reload, Y interactfollow stick left, drag the right half to look, diamond (Fire/Jump/Reload/Crouch) + Sprint, Aim, Use buttons
racingsteer, throttle, brake, boost, handbrake, camera, pauseA/D or arrows steer, W throttle, S brake, Shift boost, Space handbrake, C cameraleft stick steers, analogue RT throttle / LT brake, Y/LB boost, B/RB handbrake, View cameraarcade stick steers, Gas/Brake pedal pair, Boost + Handbrake buttons, camera in the corner; swipe up = boost
rtspan, zoom, select, command, attack, stop, build, rally, pauseWASD/arrows pan, Q/E or −/= zoom, LMB select, RMB command, F attack, X stop, B build, R rallyleft stick pans, LT/RT zoom, A select, B command, d-pad ordersdrag anywhere pans, pinch zooms, tap selects, long press commands, radial order wheel (Build/Attack/Stop/Rally)
rhythmlane1–lane4, flick, pauseD F J K lanes, Space flickd-pad left, d-pad down, A, B lanes; bumpers flicktwo pairs of big lane pads, one per thumb; swipe any way = flick
cardnavigate, select, play, cancel, inspect, prev, next, endTurn, pauseWASD/arrows browse, LMB/Enter select, Space play, Backspace cancel, I/RMB inspect, Q/E prev/next, Tab end turnleft stick browses, A select, Y play, B cancel, X inspect, LB/RB prev/next, View end turntap selects, swipe left/right = next/prev, swipe up = play, swipe down = cancel, long press = inspect, Play + End-turn buttons

The exact defaults are in the rebinding screen and in Controls.bindingSlots(). Every scheme has pause (Esc/P, Menu, and a corner button on touch).

Action kinds: button reads 0/1 with held / pressed / released / charge; vec2 reads { x, y }; axis1 reads −1..1 (0..1 for throttle-like actions); delta2 reads { x, y } screen points moved this frame (fps look).

Shared names. move, jump, dash, fire, interact, crouch, select and pause mean the same thing in every scheme that has them. A game written against move / jump / pause keeps working when the scheme changes.

Styles

Controls.styles() returns all of these as lists. Each is one call and applies live.

CategoryValuesSet with
On-screen sticksfixed, floating (appears where your thumb lands), follow (base trails your thumb), dpad8 (8-way d-pad), arcade (chunky gated ball-top), drag (invisible drag area)Controls.setStick(variant, side?) ("left", "right", "both")
Touch button layoutssingle (one big button), pair, diamond (four-button), radial (action wheel: press and slide), charge (hold-to-charge)Controls.setButtons(layout)
Gesturestap, doubleTap, longPress, swipeUp, swipeDown, swipeLeft, swipeRight, pinch, tilt (see below)Controls.onGesture(kind, fn); "*" hears all
Looks (skins)minimal, scifi, cartoon, pixel, neonControls.setSkin(name); your own with require("controlsKit.skins").register(name, t)
Prompt familieskeyboard, xbox, playstation, switch, genericauto from the device in hand; force with Controls.setPromptFamily(f) (nil = auto)
Prompt stylesminimal, pixelControls.setPromptStyle(s)

Other settings: Controls.setScale(s) scales every touch control (it never shrinks a target below 44 pt); Controls.setVisibility(mode); Controls.setAimOrigin(x, y) sets the screen point mouse aim is measured from.

Hold-to-charge: Controls.charge("jump") is 0..1 while held; Controls.lastCharge("jump") is the charge at release. This works on keyboard and pad too.

Gestures fire after the finger lifts. A double tap also fires the single tap. pinch drives an axis1 action (rts zoom) as a per-frame rate.

Tilt is not supported. The engine's input snapshot carries no accelerometer, gyroscope or device-orientation data. Controls.capabilities().tilt is false, tiltReason says why, and onGesture("tilt") warns once and never fires. Nothing fakes it.

Button prompts

local p = Controls.prompt("jump")            -- { codes, family, style, label } for the device in hand
local node = Controls.promptWidget("jump", 28) -- a canvas node to drop into a HUD

The ControlsMenu hint strip and the rebinding screen use the same glyphs. Pads are matched by family: PlayStation pads get Cross/Circle, Nintendo pads get Switch labels (B/A swapped by position), anything else gets Xbox. The generic set is position-dots for any pad; choose it with setPromptFamily("generic").

Rebinding

The Controls button from ControlsMenu, or require("controlsKit.rebindScreen").open(), opens the rebinding screen. It lists each action with two key slots and a pad slot, drawn as prompts. Click a slot, press a key or button (Esc cancels, right-click clears). Clashes are outlined in red with a warning line naming both actions, and Reset to defaults restores the scheme. From code:

Controls.rebind("jump", "press", "keys", 1, "KeyG")  -- action, part, "keys" | "pad", slot, code
for _, c in Controls.conflicts() do print(c.device, c.code, #c.uses) end
Controls.resetBindings()
local saved = Controls.exportBindings()  -- a table to keep in your save data
Controls.importBindings(saved)

Parts: buttons use "press", vec2 uses "up" / "down" / "left" / "right", axis1 uses "neg" / "pos". Custom bindings are kept per scheme across switches.

Phones

Touch controls are laid out in points from the screen's real size and safe area, and re-laid out on rotation:

  • every target is at least 44 pt;
  • sticks sit where the thumb rests in the lower corners;
  • nothing overlaps;
  • everything stays inside the safe area and clear of notch and punch-hole cut-outs.

require("controlsKit.layout").report(placed) returns { overlaps, offscreen, unsafe, tooSmall } for any layout; the test suite checks all seven schemes on four phone shapes. ControlsMenu shrinks to just the Controls button and the scheme chip on a phone held upright.

Multiplayer

Each peer runs its own copy of the kit, so Controls.* is always the local player. ControlsMover only drives a body this peer owns (isLocal()), so one player's input never moves another player's character. Both components are safe on a player prototype. For several players on one machine:

local p2 = Controls.player(2, { keyboard = false, mouse = false, pad = 2, touch = false })
p2:use("racing")
local steer = p2:value("steer")   -- same API as Controls.*, its own bindings and scheme

Set ControlsMover.player = 2 on the second body.

Components

ComponentFieldsWhat it does
ControlsMenuscheme, skin, showMenuButton (true), showHints (true), showSwitcher (false), openOnPause (false)Switches the scheme on, then shows the Controls button, a prompt hint strip and, optionally, chips cycling scheme / stick / buttons / look / icons
ControlsMoverplayer (1), speed (5), sprintMultiplier (1.7), turnRate (2.6)Walks a CharacterController body from move / navigate / pan, sprint / boost and jump; drives like a car under racing
ControlsGalleryscheme ("platformer")The whole kit on one screen, everything reacting together

API at a glance

Controls. … use(name, opts?), scheme(), schemes(), describe(name), styles(), capabilities(), value, held, pressed, released, charge, lastCharge, point, on(action, fn, edge?), off(handle), onGesture(kind, fn), drive(action, value) (scripted / AI input; nil clears), device(), setStick, setButtons, setSkin, setVisibility, setScale, setAimOrigin, setPromptStyle, setPromptFamily, prompt, promptWidget, bindingSlots, rebind, conflicts, resetBindings, exportBindings, importBindings, captureNext, cancelCapture, isCapturing, player(n, filter?), stop(), VERSION, TILT_REASON.

What's inside

controls (public API), schemes (presets and catalogue), overlay + widgets + layout (touch controls and phone layout), skins (looks), prompts (glyphs), rebindScreen, gallery, kit.inputMap, the three components and the controlsKitTests suite (tools.use("tests", "run", { suite = "controlsKitTests" }), edit mode).

Interface

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

This asset doesn't declare a schema or structured payload.

Sub-parts

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

61items
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# ControlsGallery The whole kit on one screen. Put it on any entity and, in play, it shows every on-screen stick, touch button layout, gesture, prompt set and look side by side, labelled, all reacting together to the keyboard, a pad or touch. It switches the kit to `scheme` (default `platformer`) and hides the game's own touch overlay while it is up, restoring it on destroy.
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# ControlsMenu A drop-in controls menu. Put it on any entity (scenery or the player prototype) and set `scheme`: the world becomes playable with keyboard + mouse, a pad and touch. The player gets a **Controls** button that opens the rebinding screen and a prompt hint strip for the device in hand (hidden on touch). With `showSwitcher`, chips cycle scheme, stick, buttons, look and icon style live. On a narrow portrait phone it shrinks to the Controls button and the scheme chip, and it always keeps clear of the touch pause button. Needs no sibling components. Fields: `scheme`, `skin`, `showMenuButton` (true), `showHints` (true), `showSwitcher` (false), `openOnPause` (false). On a player prototype it runs only for the local player's copy.
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# ControlsMover Walks a character from controlsKit actions. Put it on a player's body next to (or above) the builtin `CharacterController`. `move` / `navigate` / `pan` walk it relative to the camera, `sprint` / `boost` run, and `jump` jumps; under `racing`, `steer` + `throttle` / `brake` drive it like a car. It writes the controller's public input bus, so the character behaves exactly as under the builtin controls. It only drives a body this peer owns (`isLocal()`), so one player's input never moves another's character. `player` picks the local controller (1 by default; 2+ for couch co-op via `Controls.player(n, filter)`). Fields: `player`, `speed` (5), `sprintMultiplier` (1.7), `turnRate` (2.6).
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# controlsKit.controls The kit's public API: the one module a game requires. `Controls.use(scheme)` switches on a complete keyboard + mouse, gamepad and touch scheme. `value` / `held` / `pressed` / `released` / `charge` / `on` / `onGesture` read the shared action names. `setStick` / `setButtons` / `setSkin` / `setPromptStyle` change styles live. `rebind` / `conflicts` / `resetBindings` / `exportBindings` handle bindings. `styles()` / `schemes()` / `describe()` / `capabilities()` answer what the kit has, and `player(n, filter)` adds extra local players. ```lua local Controls = require("controlsKit.controls") Controls.use("twinStick") local move = Controls.value("move") Controls.on("fire", function() shoot() end) ``` The kit ticks itself once a frame after the first call; `Controls.stop()` shuts it down. See the package README for the full list.
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testsuite · born here
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# controlsKitTests Checks controlsKit's public interface: - the catalogue (seven schemes; every stick, layout, gesture, look and prompt set; tilt honestly reported unsupported; unknown names raise); - switching schemes and the shared action vocabulary; - reading values, edges and `on` / `off` events through `drive` + `_step`; - player isolation; - rebinding with clash detection, reset and export/import; - clean phone layouts for all seven schemes on four phone shapes with notches and punch-holes; - prompt family mapping, skins and the d-pad's diagonals. It leaves rendering and real device input alone (those were checked by hand with the input simulator). Run in edit mode: `tools.use("tests", "run", { suite = "controlsKitTests" })`.
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# controlsKit.gallery The showcase screen behind `ControlsGallery` and `scenes/gallery`. It shows every stick, button layout, gesture area, prompt family x style and look side by side and labelled, all lit by the same input: keys, a pad or touches on any control. `new({ scheme })`, `tick`, `destroy`; `snapshot()` reports what is lit, for tests.
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inputmap · born here
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# controlsKit.layout Phone-safe placement of the touch controls. `compute(touch, w, h, safe, opts)` places sticks, button clusters, extra buttons and corner buttons in points. It keeps every target at least 44 pt, inside the safe area, clear of notch and punch-hole cut-outs and off each other, for portrait and landscape. `report(placed)` lists any overlaps, off-screen, unsafe or too-small targets, which is what the tests check.
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# controlsKit.overlay The on-screen touch controls for one controller. It lays out the active scheme with `layout`, draws it with `widgets` in the current skin, claims the touches that land on it, recognises gestures elsewhere on the screen and re-lays out on rotation or resize. It shows itself when the player touches the screen (`auto`), or `always` / `never`. Driven by `controlsKit.controls`.
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# controlsKit.prompts Button-prompt glyphs drawn as canvas vectors, with no textures: keyboard + mouse, Xbox, PlayStation, Switch and a generic pad, each in a `minimal` and a `pixel` style. `widget(id, family, style, code, size)` returns a ready canvas node, `draw` appends to your own canvas, `label` gives the words ("Cross", "Space"), and `familyForPad` maps the pad in hand to a family. Most games use `Controls.prompt` / `Controls.promptWidget` instead.
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# controlsKit.rebindScreen The player-facing Controls screen. It lists every action of the live scheme with two key slots and a pad slot, each drawn as a prompt. The player clicks a slot and presses the new key or button (Esc cancels, right-click clears). Clashes are outlined with a warning naming both actions, and Reset to defaults restores the scheme; pad-icon family and icon style pickers sit at the bottom. `open(controller?)`, `close()`, `toggle()`, `isOpen()`. `ControlsMenu` opens it from its Controls button.
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# controlsKit.schemes The seven genre presets (platformer, twinStick, fps, racing, rts, rhythm, card) as data: each action's kind, label, default keys, pad buttons, touch layout and gestures. It is also the catalogue of every stick variant, button layout and gesture the kit knows. `get(name)` returns a safe-to-edit copy and errors on a typo; pass a modified copy to `Controls.use` as `opts.scheme` to make your own scheme.
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# controlsKit.skins The looks any on-screen stick or button can wear: `minimal`, `scifi`, `cartoon`, `pixel` and `neon`. A skin is a palette plus style switches (pixel blocks, sci-fi brackets, cartoon outline and shadow). `register(name, t)` adds a look of your own (missing fields come from `minimal`). The drawing helpers (`disc`, `ring`, `box`, `arc`, `text`, `arrow`) draw canvas commands in a skin's style.
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# controlsKit.widgets The touch control behaviours and their drawing: the six sticks (fixed, floating, follow, dpad8, arcade, drag) and the five button layouts (single, pair, diamond, radial wheel, hold-to-charge). Each turns touch contacts into action readings and draws itself in a skin. The overlay and the gallery both use it; a game normally doesn't touch it directly.
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inputbinding · born here
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# held The one control of `controlsKit.kit`. It answers to no key, button or touch and draws nothing; it only lets the map go live so the default player controls stand down while the controls kit runs.
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backing path · controlsKit.package

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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