staging.inputMap
The one control the opening of *First Light: Goura* has: **Skip**.
staging.inputMap
The one control the opening of First Light: Goura has: Skip.
A cutscene a player cannot leave is a wall. The engine's own skip keys cover a keyboard; this map is what gives the same way out to a thumb and to a pad, so the opening is skippable on every device the game ships to rather than on the one it was authored on.
| Class | Bound to |
|---|---|
| Keyboard / mouse | Space, Enter, left mouse |
| Gamepad | south, start |
| Touch | an on-screen Skip button, right-lower, small |
Escape is deliberately absent, and the opening turns the cutscene's own Escape skip key off to match. Escape is the game's pause control; a key that both ends the opening and opens the pause card lands the player on a menu they did not ask for — which is exactly what happened while this was being built.
FloorCam.component activates the map when the opening starts and stands it
down the moment the opening ends, however it ended. While it is live it
suppresses player and goura: there is nothing to walk during the opening,
and a flurry button under the letterbox is a control that reads as broken.
Verified with inputSim: a goura key pressed while this map is live fires
nothing.
Scoped to this part · feeds back into the world's score.