Controls and input groups
Open Settings > Controls. The left column configures Input Map; the adjacent Input Groups table configures physical button groups. These two settings serve different purposes.
Input Map by scene type
Choose Top Down, Platformer, Adventure, Point Click or Logo above the mapping fields. Each type has independent mappings, applied automatically when the game enters a scene of that type. Changing Confirm in Platformer does not change Confirm in Top Down.
The visible action names are translated labels. Their script identifiers are move_left, move_right, move_up, move_down, confirm, cancel, start, select, left_button and right_button. Platformer also exposes jump. Confirm and Cancel remain useful in other scene types because dialogue and menus use them too.
Default movement uses the directional pad; Confirm uses A; Cancel and Jump use B; Start, Select, L and R use their corresponding physical buttons. An action can have several buttons, but at least one must remain selected. Standard actions are fixed; the editor does not offer custom action creation.
Input groups
Rows are physical GBA buttons; columns are Gameplay, Menu, Interaction and All. Check a cell to include that button in the group. Gameplay, Menu and Interaction are editable. All always includes every button and cannot be edited.
| Group | Default buttons |
|---|---|
| Gameplay | A, B, L, R and the directional pad |
| Menu | A, B, Start, Select and the directional pad |
| Interaction | A |
| All | Every physical button |
Groups overlap. Their definitions are project-wide and independent of the scene-type Input Map. Disable Input blocks the physical buttons in the selected group; Enable Input releases that group's block. A button remains blocked if another disabled group also contains it. These are button groups, not categories of actors or event scripts.
Disabling A also prevents dialogue confirmation bound to A. Display Dialogue already prevents normal player movement while it is active, so do not block its confirmation input as a way to freeze movement.
For button-attached scripts, held tests and waiting for input, see Triggers and input.