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The documentation of `Input.is_physical_key_pressed` says:
> `is_physical_key_pressed()` is recommended over `is_key_pressed()` for
> in-game actions, as it will make `W`/`A`/`S`/`D` layouts work regardless of
> the user's keyboard layout. `is_physical_key_pressed()` will also ensure that
> the top row number keys work on any keyboard layout. If in doubt, use
> `is_physical_key_pressed()`.
The physical keys labelled `W` `A` `S` `D` on a US keyboard enter different
characters on some non-US keyboard layouts:
- AZERTY (standard in France): `Z` `Q` `S` `D`
- Dvorak (standard on my desk): `,` `A` `O` `E`
(The other widely-used layout for Latin text is QWERTZ, used primarily in
German-speaking regions; though I have learned while trying to justify this
change that the Serbian Cyrillic layout is a rare example of a non-Latin layout
that is based on QWERTZ, presumably for geographic reasons. But WASD are the
same in QWERTZ and QWERTY.)
Adjust the “Move with player 1/2 buttons” blocks accordingly.
I have not adjusted the “Move with keys {up: STRING} {down: STRING} {left:
STRING} {right: STRING} with speed {speed: VECTOR2}” block because when the
user enters strings into that block, they will be entering the logical
character corresponding to the physical key on their keyboard that they want to
use. It would be very confusing if a French user configured that block to use
keys Z S Q D and then those keys were mapped to their physical locations on a
US keyboard. The distinction between physical keys and logical keys is
confusing and not something we want to try to explain here (IMO).
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