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Builtin Library

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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

ControlKeyboard + mouseGamepadTouch
lookMouse, while right-held or capturedRight stickDrag the right zone
moveWASDLeft stickLeft stick
zoomScroll wheelShouldersPinch
flyVerticalE / QTriggersUp / Down buttons

Commands

ControlKeyboardReachable elsewhere
frameSelectionFPad north, on-screen Frame
undo / redoCtrl+Z / Ctrl+YKeyboard only
clearSelectionEscapeKeyboard only
deleteSelectionDeleteKeyboard only
duplicateSelectionCtrl+DKeyboard only
toolNone / toolMove / toolRotate / toolScaleQ / W / E / RKeyboard only
toggleSpaceXKeyboard 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.