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Controls

All test lists · Detailed history

Checked

  • Simulated keyboard input moved and dashed in the Linux test build, navigated a reward, paused, retried and returned to the menu.
  • Controlled checks used simulated keyboard and gamepad input for gameplay UI, separate player assignments and the start prompt. These checks are not physical-device tests.

Owner feedback

The owner reports that reward selection works with keyboard and gamepad, but reroll with R or gamepad RB does not. They could not find a keybinding page or gamepad re-detection controls. The device and exact game conditions were not recorded; a report does not replace a later physical-device regression check.

Follow-up checks

  • Reroll is connected to the new input system with R, period for the arrow-keyboard preset, and gamepad RB as defaults. An isolated Unity check passed for simulated keyboard and gamepad ownership, fresh presses and context changes. Another check sent R through the actual gameplay reward selection and observed a reroll start; the reward phase was set up by the check.
  • An isolated Unity check passed for reading old input settings after the new action was added, including a conflict with an existing R or RB binding. Existing bindings and unrelated settings were preserved; a free alternate is used for reroll if its default is already taken.
  • A simulated reconnect check first reproduced a problem where player one's returned gamepad was ignored. After the fix, a fresh press reassigns that same gamepad without activating an action or disturbing player two. This does not cover every reconnect case.
  • The controls page is available from Settings → Other → Remap / Gamepads. It shows the actions for the selected profile together. Select an action and use Press Key to press a key or gamepad button, then choose Apply. The arrows still offer a list of choices. Escape or the gamepad's east button cancels capture; those buttons can still be selected with the arrows. A separate area finds controllers and selects one for P1 or P2. Menu Back and tab keys still use the existing presets. The screen is currently in English.
  • An isolated save check passed for a changed binding, keeping unrelated settings, refusing to overwrite pending changes, and retrying a failed save. A simulated input check passed for applying a changed key during gameplay, assigning a different pad to P2, preventing P1 from taking it, and reconnecting P2's pad after release.
  • An Editor Play Mode check installed the page and its entry in both gameplay and the main menu. In gameplay it opened the page, changed a selection and returned to settings. This did not check its appearance or navigation with real devices.
  • On 2026-11-03, an isolated check passed 11 key-capture cases, including conflict, cancellation, device ownership, disconnect and held-button handling. A test-stage check also captured a simulated key through the actual settings page and cancelled without closing it. Both checks reported passing cases, then Unity crashed while closing, so neither exited cleanly.
  • A separate simulated-input check passed 11 cases after changing device switching to keep the existing session and recover P1's returned keyboard. It also kept the switching button held across a frame, confirmed no dash, then confirmed a fresh press works after release. This included P1/P2 ownership, gamepad reassignment, pause and reroll; Unity again crashed during shutdown.
  • These checks did not use physical devices or a new player build. The new controls page still needs a visual and hands-on check; reconnect cases beyond the simulated checks remain open.

Still to build or check

  • [ ] Check the new page's layout and navigation in a player build. Capture and apply keyboard and gamepad controls, test conflicts, cancellation and reset, and restart to check the saved choices. Close leaves an un-applied choice unchanged.
  • [ ] Check menu and tutorial input through the intended input system.
  • [ ] Check the held-button device-switch case with a real gamepad. The newer simulated check passed, but does not establish physical-device behavior.
  • [ ] Check a real gamepad: movement, dash, menus, reward selection, pause and press-to-play.
  • [ ] Remap and use both keyboard and gamepad controls on real devices.
  • [ ] Disconnect and reconnect a gamepad; use Find Gamepads, Next Pad and Assign P1/P2 to check re-detection and correct player assignment. Assigning is available during gameplay.
  • [ ] Check two-player device assignment and isolation with physical devices.

The owner will handle real-device testing. Simulated input is not a replacement for that check.