Input actions

Gives the game named input actions that work on keyboard, gamepad and touch: movement axes, sprint, jump, interact and enter or exit, with per-project overrides of any kit's actions.

Source: module-kits:kits/input_actions/usage/en.mdView Markdown source

Also read offline — CLI: grip-forge docs input-actionsMCP tool: gripforge_docs { "topic": "input-actions" }

Input actions (input.actions) #

What it is for #

Gives the game named input actions that work on keyboard, gamepad and touch: movement axes, sprint, jump, interact and enter or exit, with per-project overrides of any kit's actions.

It needs game.engine; installing it brings them in.

Turn it on #

Install the kit in a project, then change a setting (the values shown are its defaults):

gripforge_gamekit_install   { project_id: "gkp_…", id: "input.actions" }
gripforge_gamekit_configure { project_id: "gkp_…", id: "input.actions",
                              config: { "eventActions": null, "gamepad": true } }

First example #

The kit has no dedicated test yet; this installs it and sets two of its settings to their defaults.

gripforge_gamekit_install   { project_id: "gkp_…", id: "input.actions" }
gripforge_gamekit_configure { project_id: "gkp_…", id: "input.actions",
                              config: { "eventActions": null, "gamepad": true } }

Settings and defaults #

Descriptions come from the kit manifest and stay in English.

SettingTypeDefaultRange or valuesMeaning
eventActionsarray—Rust KitHost only: additional existing enabled button actions whose press/release edges emit input.action.
gamepadbooleantrueRead the first connected gamepad.
deadzonenumber0.150–0.5Stick deadzone.
overridesarray[]Replace the default keys of an action — the action of ANY installed kit (fire, moba.ability_q, vehicle.boost…), not only the ones…
schemestring""The control scheme the project started from (fps, third_person, moba_click, top_down, platformer, fighting, vehicle, rts,…

Services, events, variables #

  • Service input.actions: pressed / justPressed / axis by action name, stick(action) for the 2D stick actions, capture per kit; labelFor(action) / promptFor(action, text): the on-screen key of an action from its effective binding (project, then player remapping) and the last device used — the only way a kit shows a key.
  • Events emitted:
    • input.action (action, name, phase, pressed) — Edge of a button action (axes are polled, not emitted).
    • input.device (device) — The player switched between keyboard / mouse, gamepad and the on-screen controls (touch): on-screen prompts redraw their keys.
  • Input actions: move_x, move_y, sprint, jump, interact, enter_exit

Hooks and modding #

  • Moddable settings: gamepad, deadzone

Engines #

Declared targets: web, godot, unity, unreal, rust. gripforge kit api input.actions lists the exact settings and services of your version.

Versions #

Kit version 1.10.0.