Input
Look up input calls and properties.
player.set_horizontal_velocity(vx, vz)
Set horizontal movement speed.
- Arguments
Two numbers: x and z velocity.
- Returns
nil.
- Works with
The active Player.
- Missing values and errors
Wrong argument counts or types report an error.
player.set_horizontal_velocity(2, 0)player.set_facing_direction(dx, dz)
Set the direction the Character faces.
- Arguments
Two numbers: x and z direction.
- Returns
nil.
- Works with
The active Player.
- Missing values and errors
Wrong argument counts or types report an error.
player.set_facing_direction(1, 0)player.select_animation(name)
Choose a Character animation.
- Arguments
Animation name string.
- Returns
nil.
- Works with
The active Player.
- Missing values and errors
Wrong argument counts or types report an error.
player.select_animation("Walk")player.is_grounded()
Check whether the Character is on the ground.
- Arguments
No arguments.
- Returns
bool.
- Works with
The active Player.
- Missing values and errors
Wrong argument counts or types report an error.
player.is_grounded()player.apply_vertical_impulse(impulse)
Apply upward or downward movement.
- Arguments
One number: vertical impulse.
- Returns
nil.
- Works with
The active Player.
- Missing values and errors
Wrong argument counts or types report an error.
player.apply_vertical_impulse(5)input.get_move_vector()
Read movement input.
- Arguments
No arguments.
- Returns
[x, z] numbers.
- Works with
Current gameplay input.
- Missing values and errors
This reads current state; a top-level read does not keep polling.
debug.log(input.get_move_vector())input.is_jump_pressed()
Read jump input.
- Arguments
No arguments.
- Returns
bool.
- Works with
Current gameplay input.
- Missing values and errors
This reads current state; a top-level read does not keep polling.
debug.log(input.is_jump_pressed())input.get_orbit_delta()
Read camera orbit input.
- Arguments
No arguments.
- Returns
Two numeric orbit values.
- Works with
Current gameplay input.
- Missing values and errors
This reads current state; a top-level read does not keep polling.
debug.log(input.get_orbit_delta())input.is_key_down(key)
Check whether a physical key is held.
- Arguments
key: string, such as "F", "1", "Space", or "ArrowUp".- Returns
bool. False when the key is not held.
- Works with
Current gameplay input.
- Missing values and errors
Wrong argument counts or types report an error.
debug.log(input.is_key_down("F"))get.mouse()
Get the runtime mouse controls.
- Arguments
No arguments.
- Returns
Mouse handle.
- Works with
The active mouse input.
- Missing values and errors
Wrong argument counts or types report an error.
const mouse = get.mouse()
mouse.setCursorVisible = false
mouse.setScreenLocked = truemouse.setCursorVisible
Show or hide the cursor.
- Arguments
No call arguments. Assign bool to change it.
- Returns
bool. Readable and writable.
- Works with
mouse handles.
- Missing values and errors
Removed objects and unsupported handle kinds cannot supply this property.
const mouse = get.mouse()
mouse.setCursorVisible = falsemouse.setScreenLocked
Lock or unlock the mouse.
- Arguments
No call arguments. Assign bool to change it.
- Returns
bool. Readable and writable.
- Works with
mouse handles.
- Missing values and errors
Removed objects and unsupported handle kinds cannot supply this property.
const mouse = get.mouse()
mouse.setScreenLocked = trueplayer.position
Read the active Player position.
- Arguments
No arguments.
- Returns
[x, y, z] numbers.
- Works with
The active Player.
- Missing values and errors
Requires an active Player. Actor and Entity property controls are separate from this namespace property.
debug.log(player.position)[BETA] marks features newer than the current public release. Current release: 0.8.0.