The topic of input settings can often be deeply linked to the conversation of accessibility. Be sure to check out the documentation around Motor Controls to make a fully formed decision around what your game should support.
Sensitivity #
Mouse / Analog Stick #
Haptics #
Keybindings #
Remap Support #
Not all players’ hands and motor skills are equal, additionally, not all players’ devices or peripherals are equal either. This is why it can often be incredibly import to support key remapping, particularly if your game has a large number of controls or has input that requires a good deal of stretching1.
Presets are useful, particularly for saving effort configuring commonly used button layouts. But they cannot provide for all needs, so ideally offer both – a set of profiles together with a “custom” option, which allows full remapping.
There is a common misconception that remappable controls result in TCR/TRC certification issues. This is not true. It does not, for example, affect requirements about X/O use, or about multiple triggers.
Consoles now provide remapping at system level. In-game remapping has many benefits over it, for example allowing in-game prompts to reflect the current mapping, being able to map different classes or walking/driving separately, and even the simple usability of the settings being where players expect to find them, rather than hidden away in a platform system menu. System level remap is provided as a safety net, not as a substitute for providing remap in-game.
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I’m looking at you
ctrl
for crouch ↩︎