This guide explains how to upgrade your game from the 1.0.0-beta Input SDK for Java and Kotlin to 1.1.1-beta. See the Unity upgrade guide for Unity specific instructions.
Release Notes
Google Play Games on PC supports remapping of keyboard controls based on the key bindings your game provides using the Input SDK.
Users access this feature by opening the overlay, selecting controls, and then clicking on the action they wish to remap.
Google Play Games on PC maps every user-remapped input onto your game's default input. This way your game doesn't have to be aware of the player's remapping. If you need to know the new input for an in-game action, such as displaying the keyboard controls in your game, you may optionally register a callback to be notified for remapping events.
Google Play Games on PC stores each user's remapped controls locally so they are persistent across gaming sessions. Since this is stored locally, it does not influence the mobile experience and is deleted upon uninstallation of Google Play Games on PC. Control settings are not persisted across multiple PC devices.
You don't need to upgrade the Input SDK to enable key remapping in your game, but remapping can be disabled for your game if an unsupported configuration is detected.
If you want to control the input remapping experience, or if the remapping feature is disabled for your game, perform the following steps to resolve:
- Upgrade to Input SDK
1.1.1-beta
. - Update any keybindings to avoid the unsupported configurations.
- Update your
InputMap
to set the remapping feature enabled.
If you want to opt-out of the remapping feature for your game while still displaying the read-only version of your key bindings, follow these steps:
- Upgrade to Input SDK
1.1.1-beta
. - Update your
InputMap
to set the remapping feature to disabled.
You can upgrade your version of the Input SDK to
1.1.1-beta
to take advantage of advanced remapping features
in Google Play Games on PC by using InputContexts
to define controls for
different scenes of your game, add callbacks to listen for remapping events,
define a set of reserved keys that the user cannot remap to, and deactivate the
remapping feature per InputAction
, InputGroup
or InputMap
.
Consider the following exceptions while upgrading to the new SDK version:
Unsupported configurations
Input remapping is disabled if the following conditions are not met:
An
InputAction
utilizing multiple keys must be composed of a modifier and non-modifier key. For example,Shift + A is valid butA + B ,Ctrl + Alt , andShift + A + Tab are not.Two or more
InputAction
orInputGroup
objects cannot share the same unique ID.
Upgrade
Input SDK 1.1.1-beta is backward compatible with Input SDK 1.0.0-beta. Games using previous implementations of the Input SDK still support basic remapping, unless they use an unsupported configuration. If your game is using an earlier version of the Input SDK, consider reading the upgrade guide from 0.0.4 to 1.0.0-beta.
Upgrading to 1.1.1-beta enables new features including:
- Triggering scene control changes.
- Receiving notifications of key mapping events.
- Disabling remapping per Action, Group, Context, or Map.
Upgrade dependency
If you are using Gradle to import the Input SDK, upgrade to the newest version:
// build.gradle
dependencies {
...
implementation 'com.google.android.libraries.play.games:inputmapping:1.1.1-beta'
...
}
Define static fields
For version 1.1.1-beta
it is a good practice to define your
InputAction
, InputGroup
, InputContext
and InputMap
objects as static
fields of your InputMappingProvider
class since these fields are accessible
from other parts of your application:
Kotlin
class InputSDKProvider : InputMappingProvider {
override fun onProvideInputMap(): InputMap { return gameInputMap }
companion object {
const val INPUTMAP_VERSION = "1.0.0"
private val moveUpInputAction = InputAction.create(...)
private val movementInputGroup = InputGroup.create(...)
val menuContext = InputContext.create(...)
val gameInputMap = InputMap.create(...)
}
}
Java
public class MyInputMappingProvider implements InputMappingProvider {
private static final String INPUTMAP_VERSION = "1.0.0";
private static final InputAction moveUpInputAction =
InputAction.create(...);
private static final InputGroup movementInputGroup = InputGroup.create(...);
public static final InputContext menuContext = InputContext.create(...);
public static final InputMap gameInputMap = InputMap.create(...);
@Override
public InputMap onProvideInputMap() {
return gameInputMap;
}
}
Update your InputActions
The InputAction.create()
method of Input SDK 1.0.0-beta
is
deprecated. An InputAction
now has a version identifier and can be marked as
remappable or not. An InputAction
defined using the Input SDK
1.0.0-beta
create()
method is remappable by default and lacks versioning
information:
InputAction in Input SDK 1.0.0-beta
Kotlin
val jumpInputAction = InputAction.create(
"Jump",
InputEventIds.JUMP.id,
InputControls.create(
listOf(KeyEvent.KEYCODE_SPACE),
emptyList()
)
)
Java
InputAction moveUpInputAction = InputAction.create(
"Move Up",
InputEventIds.MOVE_UP.ordinal(),
InputControls.create(
Collections.singletonList(KeyEvent.KEYCODE_W),
Collections.emptyList()
)
);
InputAction in Input SDK 1.1.1-beta
Kotlin
companion object {
private val moveUpInputAction = InputAction.create(
"Move Up",
InputActionsIds.DRIVE.ordinal.toLong(),
InputControls.create(listOf(KeyEvent.KEYCODE_W), emptyList()),
InputEnums.REMAP_OPTION_ENABLED) // This action is remappable
}
Java
private static final InputAction moveUpInputAction = InputAction.create(
"Move Up",
InputEventIds.MOVE_UP.ordinal(),
InputControls.create(
Collections.singletonList(KeyEvent.KEYCODE_W),
Collections.emptyList()),
InputEnums.REMAP_OPTION_ENABLED // this action is remappable
);
InputAction in Input SDK 1.1.1-beta (with version string)
Kotlin
private val enterMenuInputAction = InputAction.create(
"Enter menu",
InputControls.create(listOf(KeyEvent.KEYCODE_ENTER), emptyList()),
InputIdentifier.create(
INPUTMAP_VERSION, InputActionsIds.ENTER_MENU.ordinal.toLong()),
InputEnums.REMAP_OPTION_ENABLED
)
Java
private static final InputAction moveUpInputAction = InputAction.create(
"Move Up",
InputControls.create(
Collections.singletonList(KeyEvent.KEYCODE_W),
Collections.emptyList()),
InputIdentifier.create(
INPUTMAP_VERSION,
InputEventIds.MOVE_UP.ordinal()),
InputEnums.REMAP_OPTION_ENABLED // this action is remappable
);
For more information about versioning your key bindings, see Tracking key IDs.
Update your InputGroups
In Input SDK 1.1.1-beta
you need to uniquely
identify each InputGroup
. Each InputAction
belongs to an InputGroup
-- a
collection of related actions. This improves navigation and discoverability of
the controls during gameplay. In the same way that InputAction
must have a
unique identifier among all the actions in a single InputContext
, an
InputGroup
must have a unique ID across the existing groups.
For the examples in this section, a game has two InputContext
objects
representing the main menu and gameplay. Appropriate IDs are tracked for each
InputGroup
in these contexts using the following enumeration:
Kotlin
enum class InputGroupsIds {
// Main menu scene
BASIC_NAVIGATION, // WASD, Enter, Backspace
MENU_ACTIONS, // C: chat, Space: quick game, S: store
// Gameplay scene
BASIC_MOVEMENT, // WASD, space: jump, Shift: run
MOUSE_ACTIONS, // Left click: shoot, Right click: aim
EMOJIS, // Emojis with keys 1,2,3,4 and 5
GAME_ACTIONS, // M: map, P: pause, R: reload
}
Java
public enum InputGroupsIds {
// Main menu scene
BASIC_NAVIGATION, // WASD, Enter, Backspace
MENU_ACTIONS, // C: chat, Space: quick game, S: store
// Gameplay scene
BASIC_MOVEMENT, // WASD, space: jump, Shift: run
MOUSE_ACTIONS, // Left click: shoot, Right click: aim
EMOJIS, // Emojis with keys 1,2,3,4 and 5
GAME_ACTIONS, // M: map, P: pause, R: reload
}
Like InputAction
, the InputGroup.create()
method of the Input SDK
1.0.0-beta
has been deprecated. You must update your InputGroup
in your game
with a version identifier and boolean indicating whether the InputAction
objects in your groups are remappable. Groups created with the deprecated Input SDK 1.0.0-beta
create()
method are remappable, have the ID 0,
and the version ID is an empty string (""
):
InputGroup in Input SDK 1.0.0-beta
Kotlin
val movementInputGroup = InputGroup.create(
"Basic Movement",
listOf(
moveUpInputAction,
moveLeftInputAction,
moveDownInputAction,
moveRightInputAction,
jumpInputAction,
runInputAction)
)
Java
InputGroup movementInputGroup = InputGroup.create(
"Basic movement",
Arrays.asList(
moveUpInputAction,
moveLeftInputAction,
moveDownInputAction,
moveRightInputAction,
jumpInputAction,
runInputAction
)
);
InputGroup in Input SDK 1.1.1-beta
Kotlin
companion object {
private val movementInputGroup = InputGroup.create(
"Basic movement",
listOf(
moveUpInputAction,
moveLeftInputAction,
moveDownInputAction,
moveRightInputAction,
jumpInputAction,
runInputAction),
InputGroupsIds.BASIC_MOVEMENT.ordinal.toLong(),
// All the actions in this groups can't be remapped
InputEnums.REMAP_OPTION_DISABLED
)
}
Java
private static final InputGroup movementInputGroup = InputGroup.create(
"Basic movement",
Arrays.asList(
moveUpInputAction,
moveLeftInputAction,
moveDownInputAction,
moveRightInputAction,
jumpInputAction,
runInputAction
),
InputGroupsIds.BASIC_MOVEMENT.ordinal(),
// All the actions in this groups can't be remapped
InputEnums.REMAP_OPTION_DISABLED
);
InputGroup in Input SDK 1.1.1-beta (with version string)
Kotlin
companion object {
private val movementInputGroup = InputGroup.create(
"Basic movement",
listOf(
moveUpInputAction,
moveLeftInputAction,
moveDownInputAction,
moveRightInputAction,
jumpInputAction,
runInputAction),
InputIdentifier.create(
INPUTMAP_VERSION, InputGroupsIds.BASIC_MOVEMENT.ordinal.toLong()),
// All the actions in this groups can't be remapped
InputEnums.REMAP_OPTION_DISABLED
)
}
Java
private static final InputGroup movementInputGroup = InputGroup.create(
"Basic movement",
Arrays.asList(
moveUpInputAction,
moveLeftInputAction,
moveDownInputAction,
moveRightInputAction,
jumpInputAction,
runInputAction
),
InputIdentifier.create(
INPUTMAP_VERSION,
InputGroupsIds.BASIC_MOVEMENT.ordinal()),
// All the actions in this groups can't be remapped
InputEnums.REMAP_OPTION_DISABLED
);
For more information about versioning your key bindings, see Tracking key IDs.
Update your InputMap
InputMap.create()
method of Input SDK 1.0.0-beta
is
deprecated. Update your InputMap
to assign a version identifier, opt out
completely from the remapping feature or assign a list of reserved keys for your
game that you don’t want to be used for remapping by the user. Every InputMap
defined using the Input SDK 1.0.0-beta
create()
method is
remappable by default, is identified with the ID 0
, and doesn’t have any
reserved keys.
InputMap in Input SDK 1.0.0-beta
Kotlin
val gameInputMap = InputMap.create(
listOf(movementInputGroup, mouseMovementInputGroup),
MouseSettings.create(true, false)
)
Java
InputMap gameInputMap = InputMap.create(
Arrays.asList(movementInputGroup, mouseMovementInputGroup),
MouseSettings.create(true, false)
);
InputMap in Input SDK 1.1.1-beta
Kotlin
companion object {
const val INPUTMAP_VERSION = "1.0.0"
const val INPUT_MAP_ID = 0
val gameInputMap = InputMap.create(
listOf(movementInputGroup, mouseMovementInputGroup),
MouseSettings.create(true, false),
InputIdentifier.create(INPUTMAP_VERSION, INPUT_MAP_ID.toLong()),
InputEnums.REMAP_OPTION_ENABLED,
// Use ESCAPE as reserved key
listof(InputControls.create(listOf(KeyEvent.KEYCODE_ESCAPE), emptyList()))
)
}
Java
public static final String INPUT_MAP_VERSION = "1.0.0-beta";
public static final long INPUT_MAP_ID = 0;
public static final InputMap gameInputMap = InputMap.create(
Arrays.asList(movementInputGroup, mouseMovementInputGroup),
MouseSettings.create(true, false),
InputIdentifier.create(INPUTMAP_VERSION, INPUT_MAP_ID),
InputEnums.REMAP_OPTION_ENABLED,
// Use ESC key as reserved key
Arrays.asList(
InputControls.create(
Collections.singletonList(KeyEvent.KEYCODE_ESCAPE),
Collections.emptyList()
)
)
);
What's next
Continue your upgrade to 1.1.1-beta by
Assigning different controls for different scenes
using InputContexts
or updating the UI of your game by
Getting notified on remapping events using
InputRemappingListeners
.
When updating your key-bindings take a look at the Best practices for designing your key bindings and consider the restrictions and limitations of the remapping feature.