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asset⌬ inputmapinputMapprimary: init.luau·originates fromworld fb841593-1…

vagant.inputMap

The one control scheme of *First Light: Vagant*. Eleven controls, each carrying keyboard, gamepad and touch, so the night is playable on a desktop, on a pad and under a thumb without a second scheme existing anywhere.

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

vagant.inputMap

The one control scheme of First Light: Vagant. Eleven controls, each carrying keyboard, gamepad and touch, so the night is playable on a desktop, on a pad and under a thumb without a second scheme existing anywhere.

ControlKindKeyboard / mouseGamepadTouch
moveaxis2WASDleft stickleft virtual stick
lookaxis2mouse (pointer locked)right stickright-side drag
sprint — "Run"buttonShift (held)left-stick click, eastRun
jump — "Climb"buttonSpacenorthClimb
relightbuttonE (held)south (held)Relight
hoodbuttonQ, right mousewest, left triggerHood
pausebuttonEscapestartPause
confirmbuttonEnter, left mousesouth— the card's own control
backbuttonEscape, right mouseeast— the card's own Back
navigateaxis2arrow keysd-pad— tap the control
restart — "Again"buttonRnorth— the card's own Again

Why the names are what they are

move, sprint, jump and look are read BY NAME by the engine's own CharacterController and third_person_follow. Renaming sprint to run would leave the character with no way to run at all, so the control keeps the engine's name and shows the player its label, which is Run.

Why four controls carry no touch class

confirm, back, navigate and restart are menu controls, and on a phone a menu is driven by touching the control you want. An overlay button for them would be a second, unlabelled way to press the button already on screen, and it would spend one of the four slots the night itself is played from. The screens slice draws those controls at a thumb size; this map says so in the record, where a reader sees it.

The four the night is played with

relight and hood render first, largest, and adjacent — they are the two a thumb has to find in the dark without looking, so they share the act group and take the two lowest priority numbers. Run sits above them. Pause is last and smallest, deliberately away from the act cluster, so a thumb reaching for Relight in a hurry cannot stop the game instead.

Shared bindings, and why none of them are ambiguous

Escape is pause and back; south is relight and confirm; north is jump and restart. Each pair is answered in a different phase — pause only while the night runs, back only while a card is up, restart only from an end card — so one key opens the pause card and the same key closes it, and nothing has to be learned twice.

look's gate declares rightButton = "off" because hood binds the right mouse button as a game action: in this world a right-drag pulls the wig down rather than swinging the camera.

Who runs it

The loop slice's GameLoop component activates it, and points the avatar's CharacterController and the camera rig's behaviour at it too, so exactly one scheme is ever live. screens stands the whole player group down with its own ui map while a card is open.

Interface

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

conforms to

zero/source-extract/v2

vagant.inputMap — FIRST LIGHT: VAGANT. The game's one control scheme. Owned by the `loop` slice. Every control it declares carries keyboard, gamepad and touch, so the night is playable on a desktop, on a pad and under a thumb without a second scheme existing anywhere. This map replaces `@builtin::inputMaps.default` for this world rather than composing beside it: the `loop` slice points the avatar's CharacterController and the rig's third_person_follow at this map at `localPlayerReady`, so exactly one scheme is ever live and the touch overlay carries exactly the four buttons this game has. The controls the engine's own components read by name, and must find here: move sprint jump — CharacterController look (zoom) — third_person_follow (zoom is optional; unbound) The controls this game adds: relight hood pause — the night confirm back navigate restart — the menus `group = "player"` is the group the `screens` slice's `ui` map stands down while a menu is open, which is what takes the four gameplay touch buttons off the screen and leaves the menu's own widgets holding the surface.

⌬ Metadata
descriptionThe control scheme for a first-person-adjacent, third-person night-traversal game: rove, look, run, climb a ditch bank, hold to relight a lamp, pull a hood down, and drive every card. Eleven controls, each carrying keyboard, gamepad and touch, sized for a portrait screen — the two actions a thumb needs in the dark render largest and first, and the menu controls carry no overlay button because a card is tapped directly. Suits any world where one person walks a dark place and interacts by holding.

Sub-parts

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

47items
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inputbinding · born here
❒asset
# back Leave the card you are on. `Escape` or the right mouse button · `east`. It shares `Escape` with `pause` on purpose — `pause` is answered only while the night runs and `back` only while a card is up, so one key opens the pause card and the same key closes it. No touch class: a card carries its own Back control at a thumb size.
▲ 0↑ born
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inputbinding · born here
❒asset
# confirm Take the focused thing on a card. The `screens` slice drives focus with `navigate` and activates on this. `Enter` or the left mouse button · `south`. Deliberately no touch class: on a phone a card is confirmed by tapping the card's own control, so an overlay button here would be a second, unlabelled way to press the button already on screen.
▲ 0↑ born
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inputbinding · born here
❒asset
# hood Pull the jasey down over your head, or push it back off. A TAP toggles it: being hidden is a state you are in, not a button you hold for the length of a chase. `Q` or the right mouse button · `west` or the left trigger · the Hood button. Worn and dry it hides you completely; ditch water ruins it until a lit lamp dries it out.
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inputbinding · born here
❒asset
# jump — "Climb" A scramble up a ditch bank. The fen is walked, not platformed: this exists so a vagant who has waded into a cut can get out of it again, which is the one place a walk alone can strand you. `Space` · `north` · the Climb button.
▲ 0↑ born
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inputbinding · born here
❒asset
# look Where the vagant is looking. The `CameraRig`'s follow behaviour reads it, and the `vagant` slice's own camera work rides on the same control. Mouse (with the pointer locked) · right stick · a drag in the right-hand zone. Its gate declares `rightButton = "off"` because `hood` binds the right mouse button as a game action in this world: a right-drag pulls the wig down rather than swinging the camera.
▲ 0↑ born
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inputbinding · born here
❒asset
# move Where the vagant walks, as a direction the player means rather than a set of keys. `CharacterController` reads it and projects it against the live camera basis, so "up" is always away from the camera however the rig is aimed. `WASD` · left stick · left-side virtual stick. A small radial deadzone keeps a resting thumb still; the reading is linear, so a half-pushed stick is a half-speed wade.
▲ 0↑ born
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inputbinding · born here
❒asset
# navigate Move the focus around a card. The `screens` slice reads it and moves its brass focus ring; the arrow keys and the d-pad therefore reach every menu without a mouse. Arrow keys · d-pad. A large deadzone, because this is a discrete chooser and a resting thumb must not walk the focus down a list. No touch class: a thumb navigates a card by touching the control it wants.
▲ 0↑ born
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inputbinding · born here
❒asset
# pause Stop the night. The `loop` slice holds the clock and the vagant, and the `screens` slice puts its pause card up. `Escape` · `start` · the Pause button — last in the touch band, smallest, and deliberately away from the act cluster, so a thumb reaching for Relight in a hurry cannot stop the game instead.
▲ 0↑ born
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inputbinding · born here
❒asset
# relight The whole point of the night. HELD at a dark standard within reach: the `loop` slice counts the hold against `fl.TUNE.LAMP_RELIGHT_SECONDS`, spends a slug of oil when it completes, and the lamp comes back on. `E` · `south` · the Relight button — the lowest priority number in the scheme, so it renders first, largest, and beside Hood in the `act` cluster. It is the button a thumb has to find in the dark without looking.
▲ 0↑ born
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inputbinding · born here
❒asset
# restart — "Again" Walk out onto the fen again. Answered only from an end card, which is why it shares `north` with `jump` without ever being ambiguous: a night that is over has nothing left to climb. `R` · `north`. No touch class: the end card draws its own **Again**.
▲ 0↑ born
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inputbinding · born here
❒asset
# sprint — "Run" The vagant runs. It is HELD, not tapped, so letting go returns them to a walk on the drop frame; running is refused outright while wading. `Shift` · left-stick click or `east` · the Run button. The control is named `sprint` because `CharacterController` reads that name; the player only ever sees the label, which is **Run**.
▲ 0↑ born
backing path · vagant.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.
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