Bindings
Default input bindings are statically configured in InputActions.asset and split into categories. These are available inputs:
Binding | Action | Note |
---|---|---|
Backspace | Quit play mode | Editor only |
U | Toggle camera | Editor only, FPV ⇔ 3PV |
I | Toggle AI | Editor only, AI will take over control of your agent |
Enter | Lock cursor | |
Numpad * | Reset time scale | Offline mode only |
Numpad - | -10% time scale | Offline mode only |
Numpad + | +10% time scale | Offline mode only |
J | Save replay | Exports DB and recorded inputs |
K | Create savegame | Exports DB and current simulation state |
L | Toggle local replay | Replays last 5 seconds |
W | Move forward | |
S | Move backward | |
A | Strafe left | |
D | Strafe right | |
Mouse | Look | |
Left Mouse Button | Fire | |
Mouse scroll | Switch weapon | |
R | Weapon reload | |
Space | Jump | |
F | Ability 1 | |
E | Ability 2 | |
Q | Ability 3 | |
G | Ability 4 | |
Shift | Run | |
Tab | Interact | |
T | Control |
The bindings can be changed at runtime and saved to the persistent user options. On mobile platforms, all important gameplay actions are available on screen; MobileInputUIView
handles movement via joystick input and button icons for abilities, jump, fire, switch weapon, etc... .