# 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): ```text 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. ```text 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. | Setting | Type | Default | Range or values | Meaning | |---|---|---|---|---| | `eventActions` | array | — | | Rust KitHost only: additional existing enabled button actions whose press/release edges emit input.action. | | `gamepad` | boolean | `true` | | Read the first connected gamepad. | | `deadzone` | number | `0.15` | 0–0.5 | Stick deadzone. | | `overrides` | array | `[]` | | Replace the default keys of an action — the action of ANY installed kit (fire, moba.ability_q, vehicle.boost…), not only the ones… | | `scheme` | string | `""` | | 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.