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Touchpad

Analog control that enables the player to interact similar to a laptop touchpad.

Properties

type - “touchpad” axis - object or array. A single axis or array of axes that describe the mapping of this touchpad control. action - object, optional. An action to invoked on touch in addition to the axis mapping. renderAsButton - boolean, optional. Default to false. Set to true to render the touchpad visually as a button. enabled - boolean, optional. Defaults to true. Sets the visual state of the control to enabled/disabled. A disabled control will still receive input from the player, but NOT change the visual style based on the input. visible - boolean, optional. Defaults to true. Determines whether the control is displayed to the player to interact with. To change during game play see Changing touch layouts using game state. styles - object, optional. Customization of the visual representation of the control. The styles are represented as an object per state that can be styled. The button control can have the following states styled:
  • default - The base style.
  • disabled - The style when the control is disabled. If not specified, then when the control is disabled, a transformation will be applied to the default style to make it appear disabled.
  • idle - Applied when the player is NOT interacting with the control.
  • moving - Applied when the when the player is touching the control and no action is defined.
  • activated - Applied when the when the player is touching the control and an action is defined.
Styling properties per state opacity - number, optional. The opacity to be applied to the control. Default to 1.0 for all states but disabled. background - object, optional. Can either be a color or image asset. faceImage - object, optional. Can either be an icon or image asset. Asset dimensions For each of the style objects that accept image assets, a given asset is provided at a base resolution and at 1.5x, 2.0x, 3.0x, and 4.0x scales of that base resolution. The resolution of a given image must be less or equal to the following maximum resolutions:

Remarks

The touchpad is best used for non-sticky, no-deadzone output — typically the look camera in a first/third-person perspective game. For games that support mouse input, the touchpad can be used with relative mouse to provide a more tuned look camera experience. Styling remarks When renderAsButton is true:
  • When in the activated state, the faceImage is displayed 25% smaller.
  • There are labels and default styling for the background color for buttons that do not use custom assets and have a single action of gamepadX, gamepadY, gamepadA, or gamepadB.

Samples

Example 1: Touchpad with a look icon

Figure 1. Touchpad Control

Example 2: Touchpad with a look icon that is rendered as a button

Figure 1. Button Touchpad Control

Requirements

Layout Version: 1.0+ (Styling available from layout version 3.0+)
Last modified on August 4, 2026