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Consistent input controls design: Shared behaviour patterns across keyboard, touch and controllers.
Refactor and improve existing input handing for buttons
Clickable object discovery on mobile/touch/keyboard. You get a cursor change on desktop but this isn't visible to other users. Interactable icon added to closest interactable object for free camera and player following camera.
On click behaviour for games controllers? Should this be like E in some platforms where getting close to an object pops up an option. Should we map to an existing key so it works with one of the game controller buttons? Key mappings
On click behaviour for keyboard users. Do they need a way to move the cursor or an alternative like E? Went with an alternative like E to avoid the need to have a cursor in the center of the screen.
Refactor and improve existing camera behaviour
Moving the babylon js camera when on touchscreen. Add buttons for full interaction. (Page up / down etc on desktop)
Now you can control the camera with the onscreen buttons in with the default camera. Previously this required keyboard shortcuts and you could only rotate the camera on mobile.
A new input manager handles inputs and actions for all inputs (mouse, keyboard, touch, games controller, XR) making it easier to make things consistent.
All axis controls (keyboard, HUD, drag) are available simultaneously and interchangeably where they make sense. On desktop, any can be used, and on touchscreen HUD and drag are available.
Adaptive PlayStation controller tested at community event in July. It worked. Additional joystick needed to control the camera as well as player movement, but this was available and tested.
Activity
Refactor inputs into shared file
Refactor onscreen buttons to inputManager
Add camera controls for mobile for onscreen buttons
tracygardner commentedon May 28, 2026
Now you can control the camera with the onscreen buttons in with the default camera. Previously this required keyboard shortcuts and you could only rotate the camera on mobile.
tracygardner commentedon May 28, 2026
The fly camera is available on mobile with the touch controls. You can detach the camera from the player with the gizmo and fly around.
tracygardner commentedon May 28, 2026
A new input manager handles inputs and actions for all inputs (mouse, keyboard, touch, games controller, XR) making it easier to make things consistent.
tracygardner commentedon May 28, 2026
Default inputs are consistent across input devices to make the camera control make sense with the on screen buttons.
Button 1/1/R/Triangle/Y (camera up)
Button 2/2/E/Circle/B (interact)
Button 3/3/F/ Square/X (camera down)
Button 4/4/Space/Cross/A (no default mapping)
R is above F on a keyboard. Triangle is above Square is PS controller. Y is above X on Quest XR controller.
tracygardner commentedon May 28, 2026
An icon shows when near the nearest interactable object in view. Placeholder icon design to be refined later.
tracygardner commentedon May 28, 2026
Interact behaviour added for Button 2/2/e/gamepad circle/XR button B. Actvities the interactable object that currently has an interaction icon.
8 remaining items
Make the UI input block work with screen reader and keyboard
Have say blocks auto announce with screen reader
Improve resizer behaviour on touch devices
Make button held down consistent across devices
Change when clicked icon to match interact icon
Block to disable interact indicator
Don't resize on canvas drag
Workaround for full screen rotation on Chrome iOS
Remove fullscreen button from iOS in browser
Hide interact indicator if object is hidden
lawsie commentedon Jun 23, 2026
#686
All axis controls (keyboard, HUD, drag) are available simultaneously and interchangeably where they make sense. On desktop, any can be used, and on touchscreen HUD and drag are available.
lawsie commentedon Jun 23, 2026
#687
The block context menu now shows up in desktop view as well, for mouse users only.
tracygardner commentedon Jul 15, 2026
Adaptive PlayStation controller tested at community event in July. It worked. Additional joystick needed to control the camera as well as player movement, but this was available and tested.
lawsie commentedon Jul 30, 2026
#731
Add new tab to document on-screen and game pad controls
lawsie commentedon Aug 11, 2026
#745