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gig-line/Docs/controls.md
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2026-11-08 18:53:48 +01:00

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Controls (0.1.0 walkable demo)

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

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.

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.