Pular para o conteúdo principal

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.

GroupDefault buttons
GameplayA, B, L, R and the directional pad
MenuA, B, Start, Select and the directional pad
InteractionA
AllEvery 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.