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Input

Input is accessed using theā€¦ Input class!

public sealed class MyPlayerComponent : Component
{
	protected override void OnUpdate()
	{
		if ( Input.Down( "jump" ) )
		{
			WorldPosition += Vector3.Forward * Time.Delta;
		}
	}
}

Here you can see that when jump is pressed down, the GameObject will move forward. We multiply forward by the time delta to make it frame rate independent.

There are a few different ways to query buttons..

Input.Down( "jump" ) // key is held down (button name is case insensitive)
Input.Pressed( "jump" ) // key was just pressed this frame
Input.Released( "jump" ) // key was just released this frame

Input.AnalogMove // joystick "move" input Vector3 (or wsad)
Input.AnalogLook // Joystick "look" input Vector3 (mouse look)

Custom Keys

You can customize the keys for your game in the Project Settings.