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asset⌬ inputmapinputMapprimary: init.luau·originates fromworld ef9119eb-c…

staging.inputMap

The one control the opening of *First Light: Goura* has: **Skip**.

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

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.

ClassBound to
Keyboard / mouseSpace, Enter, left mouse
Gamepadsouth, start
Touchan 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.

Interface

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

conforms to

zero/source-extract/v2

staging.inputMap — the one control the opening has. The opening is a cutscene, and 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 shot is skippable on every device the game ships to rather than on the one it was authored on. `FloorCam.component` activates it when the opening starts and stands it down the moment the opening ends, however it ended. While it is live it suppresses the walking controls — there is nothing to walk during the opening, and a flurry button under the letterbox is a control that reads as broken.

⌬ Metadata
descriptionThe one control the opening has: skip it, from a key, a pad or a thumb.

Sub-parts

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

7items
·
inputbinding · born here
❒asset
# skip Leave the opening and start the run. | Class | Bound to | |---|---| | Keyboard / mouse | Space, Enter, left mouse | | Gamepad | south, start | | Touch | an on-screen **Skip** button — right-lower zone, small, priority 40 | Escape is deliberately not here. It is the game's pause control, and a key that both ends the opening and opens the pause card lands the player on a menu they did not ask for. `game.staging.beats` sets the cutscene's own `skipKeys` to Space and Enter for the same reason. Only `FloorCam.component` reads this, and only for the length of the opening.
▲ 0↑ born
backing path · game/staging/staging.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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