Files
gig-line/Docs/controls.md
T
zwitschi 9ce7011389 docs(input): the V toggle, the harness switches, and the HUD line
Docs/controls.md documented the 0.1.0 bindings only, so the camera toggle added with
0.2.0 was undocumented for the player-facing set and the review switches were
undocumented everywhere. Adds the V row, a changes-since-0.1.0 note that first person
stays the default, and a table for -thirdperson / -walk / -qaselftest with the note
that the walking capture is driven per shot rather than by the switch.

The in-game HUD line gains 'V view' so the packaged build documents it too.
2026-11-09 12:21:11 +01:00

2.5 KiB

Controls

Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (AGigLineHUD), and the packaged Linux build ships with these bindings.

Action Key Notes
Move forward W 4 m/s walk
Move back S
Strafe right D
Strafe left A
Look Mouse Captured on launch; Escape releases it
Jump Space
Reset to start R Returns to the grounded spawn point
Pause / release mouse Escape Second press resumes and recaptures the mouse
Swap first / third person V First person is the default; the body is hidden in that view

Notes

  • Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
  • The mouse is captured on launch, so looking works without clicking first. Escape toggles the capture as part of pause.
  • Bindings are Enhanced Input actions in /Game/Input built by Tools/ue_create_input_assets.py; the mapping context is IMC_Default.

Changes since 0.1.0

  • V swaps first and third person (0.2.0, IA_ToggleCamera). The shipped default view is still first person, as the owner decided for 0.1.0; third person adds a collision-tested spring-arm camera and a visible, animated body. Escape still pauses and releases the mouse in either view.

Review and harness switches

These are command-line switches for the screenshot pipeline and QA runs, not player controls. They exist so a capture is reproducible rather than dependent on a human pressing keys at the right moment.

Switch Effect
-thirdperson Starts the pawn in the third-person rig, so a capture shows the body without anyone pressing V
-walk Holds forward input from the first frame — what makes the stride shot possible
-qaselftest Runs the scripted walk / reset / pause / transect checks and quits

The walking shot is driven per shot rather than by the switch: the shot actor enables the walk only while a tracking (ShotFollow) camera is being captured, and returns the pawn to spawn afterwards, so the fixed-camera shots still find it in place.

Testing input without a physical keyboard

Tools/input_test.py injects OS-level keyboard/mouse events through a virtual /dev/uinput device (see Tools/input_emulation.py), e.g.:

python3 Tools/input_test.py --sequence move:2,look:3

It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.