rdr.inputMap
The control scheme for RED DOT RISING: hold the laser, whistle the cats, work a mirror or the lift, pause.
rdr
The control scheme for RED DOT RISING: hold the laser, whistle the cats, work a mirror or the lift, pause.
| Action | Keyboard / mouse | Touch | Controller |
|---|---|---|---|
laser (hold) | left mouse button | LASER button, right-lower | right trigger |
whistle | Q | WHISTLE button | left trigger |
interact | E | the builtin INTERACT button | West (X / Square) |
menu | Escape | MENU pip | Start |
Walking, looking and running are the builtin default scheme's move, look
and sprint, which the avatar's character controller and first-person camera
hold live under this map on all three device classes. This map composes with it
rather than standing it down, so a thumb on the on-screen stick moves the keeper
through the same path a W key does.
Two bindings are shaped by what the builtin scheme already reads:
whistleis on the LEFT TRIGGER rather than a shoulder. The builtinzoomreads both shoulders, so a whistle bound there pulls the camera in every time the keeper calls the cats.interactdeclares no touch class. The builtin scheme draws an INTERACT button of its own, and the laser slice holds a claim on that scheme as well so the button on screen reaches the mirror. A second circle with the same word on it reads as a second action.
The laser slice owns this map and activates it for the whole run. The menu
scheme the ui slice owns names this map's group, rdr, in its suppresses,
so nothing here answers while a card is up.
Scoped to this part · feeds back into the world's score.