Builtin Library
- ..
- .metadata223 B
- README.md1.6 KB
- clearSelection.inputBinding
- deleteSelection.inputBinding
- duplicateSelection.inputBinding
- flyVertical.inputBinding
- frameSelection.inputBinding
- init.luau1.5 KB
- look.inputBinding
- move.inputBinding
- redo.inputBinding
- toggleSpace.inputBinding
- toolMove.inputBinding
- toolNone.inputBinding
- toolRotate.inputBinding
- toolScale.inputBinding
- undo.inputBinding
- zoom.inputBinding
README.md
editor.inputMap
The controls you AUTHOR with, as an asset rather than constants inside a
scene. Every one of them acts on the scene being edited, so
controller.editor releases the whole map on the flip to play and takes it
back on the way out.
The three shortcuts that reach the editor around the scene — interface
visibility, pause, and entering or leaving play — answer in both modes and
live in editorMeta.inputMap for that reason.
Camera
| Control | Keyboard + mouse | Gamepad | Touch |
|---|---|---|---|
look | Mouse, while right-held or captured | Right stick | Drag the right zone |
move | WASD | Left stick | Left stick |
zoom | Scroll wheel | Shoulders | Pinch |
flyVertical | E / Q | Triggers | Up / Down buttons |
Commands
| Control | Keyboard | Reachable elsewhere |
|---|---|---|
frameSelection | F | Pad north, on-screen Frame |
undo / redo | Ctrl+Z / Ctrl+Y | Keyboard only |
clearSelection | Escape | Keyboard only |
deleteSelection | Delete | Keyboard only |
duplicateSelection | Ctrl+D | Keyboard only |
toolNone / toolMove / toolRotate / toolScale | Q / W / E / R | Keyboard only |
toggleSpace | X | Keyboard only |
A keyboard-only control says so by setting gamepad and touch to
false. That is a decision recorded in the asset, which is why the
validator accepts it where it rejects a class that is merely missing.
The gizmo hotkeys share letters with move and flyVertical. The editor
gates them on the camera not being flown, so W is a tool while the mouse
is free and a strafe while it is held.