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asset⌬ inputmapinputMapprimary: init.luau·originates fromworld 122549c2-f…

rdr.inputMap

The control scheme for RED DOT RISING: hold the laser, whistle the cats, work a mirror or the lift, pause.

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

rdr

The control scheme for RED DOT RISING: hold the laser, whistle the cats, work a mirror or the lift, pause.

ActionKeyboard / mouseTouchController
laser (hold)left mouse buttonLASER button, right-lowerright trigger
whistleQWHISTLE buttonleft trigger
interactEthe builtin INTERACT buttonWest (X / Square)
menuEscapeMENU pipStart

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:

  • whistle is on the LEFT TRIGGER rather than a shoulder. The builtin zoom reads both shoulders, so a whistle bound there pulls the camera in every time the keeper calls the cats.
  • interact declares 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.

Interface

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

conforms to

zero/source-extract/v2

rdr.inputMap: the controls RED DOT RISING adds to a keeper who can already walk. It declares the four things this game has that a body does not: the laser, the whistle, the mirror, and the pause. Walking, looking and running come from the builtin `default` scheme, which the avatar's own character controller and first-person camera hold live underneath this one: so `move`, `look` and `sprint` are NOT redeclared here. Declaring them twice draws two of each on a touch screen and leaves a reader guessing which copy the character answers. The group is named so the menu scheme can stand the whole of gameplay down with `suppresses = { "player", "rdr" }` while a card is up.

⌬ Metadata
descriptionRed Dot Rising: walk, look, hold the laser, whistle the cats, work a mirror or lift, pause.

Sub-parts

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

19items
·
inputbinding · born here
❒asset
# interact The 'Interact' control.
▲ 0↑ born
·
inputbinding · born here
❒asset
# laser The 'Laser' control.
▲ 0↑ born
·
inputbinding · born here
❒asset
# menu The 'Menu' control.
▲ 0↑ born
·
inputbinding · born here
❒asset
# whistle The 'Whistle' control.
▲ 0↑ born
backing path · game/input/rdr.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

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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