Hi,

I'm kinda ready to export my game (still have to check how to do that) for a "tech-demo" to be played/tested by people. Currently I have both input for a controller and arrows/numpad on a keyboard. Because not everyone has a numpad on their laptop, I want to do the "traditional" WASD/ZQSD setup. But how do I set that up in the Project Settings Input tab? Is Godot able to convert it for everyone's keyboard. If I set it to ZQSD, will it automatically set it to WASD for QWERTY users?

I really can't find an answer to this. I find old post saying Godot should implement this... but has it already?

Cheers

Not as far as I know, but if you implement a key-map/action editor then players should be able to edit the specific keys they need to. Or alternatively you could create different key-mappings and poll the OS API perhaps to determine their keyboard layout and select the appropriate mapping. I expect the latter to potentially be more work though.

https://docs.godotengine.org/en/stable/classes/class_os.html#class-os-method-get-latin-keyboard-variant

So both as of now are a bit of work? Because this is just a "tech-demo". So no start screen, no options menu, just plumped directly into the "game" and drive around a bit. Or I'll need to choose letters that are shared both by AZERTY and QWERTY

Yeah, pretty much. Though for a tech demo it would not be completely unusual to maybe just support a controller/gamepad only.

This will be supported out of the box in Godot 4.0 thanks to physical scancodes: https://github.com/godotengine/godot/pull/18020

But for now, you'll have to read OS.get_latin_keyboard_variant and change default keys as Megalomaniak said. If you don't plan on using Q and Z for anything, you could also bind them to Left and Forward (respectively) to support both QWERTY and AZERTY keyboards without any configuration.

3 years later