Table of Contents
Remapping Controls for WASD and Arrow Keys in Godot
Step-by-Step Guide to Configure Dual Key Mapping
To allow players to use either WASD or arrow keys for movement in your Godot project, follow these steps:
1. Accessing the Input Map
Start by opening your Godot project, and navigate to the main menu. Select Project > Project Settings, and click on the Input Map tab.
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2. Adding New Action Mappings
Create new action mappings for each movement direction that will include both WASD and arrow keys:
- ui_up: Map to both ‘W’ and ‘Up Arrow’.
- ui_down: Map to both ‘S’ and ‘Down Arrow’.
- ui_left: Map to both ‘A’ and ‘Left Arrow’.
- ui_right: Map to both ‘D’ and ‘Right Arrow’.
To add a new key binding, find the action name and click the Add Event button. Then, press the desired key on your keyboard to bind it.
3. Scripting Movement Input
In your Player script, utilize the Input API to check for both sets of keys. Here is an example using GDScript:
extends KinematicBody2D
var velocity = Vector2()
func _physics_process(delta):
velocity = Vector2()
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if Input.is_action_pressed("ui_down"):
velocity.y += 1
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
if Input.is_action_pressed("ui_right"):
velocity.x += 1
velocity = velocity.normalized() * SPEED
move_and_slide(velocity)
Replace SPEED with your desired speed value. This script checks for all relevant actions regardless of whether they use WASD or the arrow keys, providing smooth movement controls for players preferring either scheme.
4. Testing Your Setup
Run your project and test the movement using both the WASD keys and arrow keys to ensure that both input methods work seamlessly. Adjust configurations and script if necessary based on user feedback.