Audio and Keyboard Input · Version 0.5

Keyboard Settings

Remap gameplay, menu, dialogue, and turn-based combat navigation Actions with conflict refusal and default restoration.

Filmstrip uses semantic keyboard Actions instead of scattering hardcoded keys throughout gameplay, runtime UI, and turn-based combat. Current binding groups cover:

  • Player movement
  • Interaction
  • Dialogue
  • Runtime menu hotkeys
  • Focus and navigation
  • Confirmation
  • Back behavior
  • Battle command and target navigation through the same runtime UI Actions

Open Keyboard Settings to change the project bindings.

Binding rules

  • Every Action must keep at least one key.
  • One Action cannot contain the same key twice.
  • Two Actions cannot use the same key when they are active in the same runtime context.
  • Invalid changes are refused instead of replacing the accepted project file.
  • Default bindings can be restored.

Combat input contexts

The battle HUD reads the same semantic navigation, confirmation, and back Actions used by other runtime screens. This keeps command lists, target selection, cancellation, and screen focus compatible with project remapping rather than hardcoding a separate combat key set.

The accepted binding snapshot is shared by Edit Mode configuration and disposable Play Mode scenes.

Current limitation

The accepted 0.4 input workflow is keyboard-based. Controller and gamepad input are not part of the current public authoring documentation.