gameplay.inputMap
The one control scheme **The House That Remembers** adds on top of whatever the player's camera rig and avatar already activate. It declares a single control, `interact`, and nothing else — looking and walking belong to the first-person camera and the character controller, and in…
gameplay
The one control scheme The House That Remembers adds on top of whatever the
player's camera rig and avatar already activate. It declares a single control,
interact, and nothing else — looking and walking belong to the first-person
camera and the character controller, and input maps compose rather than
override, so this one sits alongside them.
| Control | Label | Kind | Keyboard | Gamepad | Touch |
|---|---|---|---|---|---|
interact | Interact | button | E | south face button | a large labelled button, lower right |
What it is for
interact is the whole of the game's input. Press it and the play slice uses
whatever it is currently in focus — the keepsake you are standing in front of,
the door you have walked up to, the drawer the brass key opens — and while a
memory is running it is what lets the room go.
What kind of world it suits
A first-person exploration or narrative game where the player walks a place and
touches things: fps, exploration, narrative, mystery, single-player.
It is deliberately minimal — one button — because everything else the player
does is movement and looking, and those come from the engine's own first-person
rig rather than from here.
Group
player. A menu that stands the player group down takes Interact with it and
nothing else, which is what a pause card needs.
Scoped to this part · feeds back into the world's score.