@indiegems/gem-web-sdk 10.2.0 → 10.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,6 +1,6 @@
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  # The browser surface — API reference
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- Generated from `@indiegems/gem-web-sdk/sdk` v10.2.0, the version of the package this file ships in. Every symbol below carries an explicit anchor, its `anchor` in `reference.json` beside this file.
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+ Generated from `@indiegems/gem-web-sdk/sdk` v10.3.0, the version of the package this file ships in. Every symbol below carries an explicit anchor, its `anchor` in `reference.json` beside this file.
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  `@indiegems/gem-web-sdk/sdk` is the one import a game writes, wherever its code runs. `@indiegems/gem-web-sdk/game` exports exactly the symbols on this page and nothing else, for a build that wants only this half.
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@@ -4590,6 +4590,417 @@ only when your studio corrects a running period; clients may hold the old
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  content for up to an hour afterwards, and the hash is how a verifier tells
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  them apart.
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+ <a id="gemlookspeed"></a>
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+
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+ ## GemLookSpeed
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+
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+ ```ts
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+ interface GemLookSpeed
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+ ```
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+
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+ A look speed per axis, in radians: per CSS px for a pointer, per second at
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+ full tilt for a stick.
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+
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+ <a id="gemlookspeed-yaw"></a>
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+
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+ ## GemLookSpeed.yaw
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+
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+ ```ts
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+ readonly yaw: number
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+ ```
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+
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+ Across: radians of yaw.
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+
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+ <a id="gemlookspeed-pitch"></a>
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+
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+ ## GemLookSpeed.pitch
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+
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+ ```ts
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+ readonly pitch: number
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+ ```
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+
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+ Up/down: radians of pitch.
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+
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+ <a id="gemlookbase"></a>
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+
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+ ## GemLookBase
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+
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+ ```ts
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+ interface GemLookBase
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+ ```
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+
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+ The shape of `gem.controls.LOOK_BASE`: Roblox's base look speeds and the
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+ stick and touch shaping constants `gem.controls.look()` applies.
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+
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+ <a id="gemlookbase-touch"></a>
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+
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+ ## GemLookBase.touch
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+
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+ ```ts
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+ readonly touch: GemLookSpeed
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+ ```
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+
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+ Radians per CSS px, for touch and pen: 1° across, 0.66° up/down.
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+
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+ <a id="gemlookbase-mouse"></a>
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+
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+ ## GemLookBase.mouse
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+
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+ ```ts
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+ readonly mouse: GemLookSpeed
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+ ```
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+
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+ Radians per CSS px, for a mouse: 0.5° across, 0.385° up/down.
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+
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+ <a id="gemlookbase-stick"></a>
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+
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+ ## GemLookBase.stick
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+
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+ ```ts
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+ readonly stick: GemLookSpeed
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+ ```
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+
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+ Radians per second at full tilt, for a gamepad stick: 240° across, 184.8° up/down.
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+
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+ <a id="gemlookbase-stickdeadzone"></a>
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+
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+ ## GemLookBase.stickDeadzone
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+
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+ ```ts
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+ readonly stickDeadzone: number
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+ ```
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+
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+ A stick axis below this magnitude turns nothing: 0.1.
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+
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+ <a id="gemlookbase-stickcurve"></a>
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+
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+ ## GemLookBase.stickCurve
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+
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+ ```ts
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+ readonly stickCurve: number
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+ ```
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+
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+ The stick curve's curvature `k` in `(e^(k·d) − 1) / (e^k − 1)`: 2.
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+
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+ <a id="gemlookbase-touchpitchmin"></a>
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+
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+ ## GemLookBase.touchPitchMin
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+
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+ ```ts
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+ readonly touchPitchMin: number
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+ ```
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+
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+ The least fraction of the pitch speed a touch drag keeps straight up or down: 0.25.
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+
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+ <a id="gemlookoptions"></a>
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+
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+ ## GemLookOptions
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+
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+ ```ts
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+ interface GemLookOptions
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+ ```
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+
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+ The game's own overrides for `gem.controls.look()` — what the player chose in
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+ YOUR settings screen. Each one wins over the Arcade's value; leave one out to
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+ follow the Arcade.
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+
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+ <a id="gemlookoptions-sensitivity"></a>
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+
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+ ## GemLookOptions.sensitivity
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+
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+ ```ts
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+ readonly sensitivity?: number
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+ ```
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+
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+ The player's own look speed for touch, mouse and pen, as a multiplier
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+ (`1` = the base speed). Wins over `gem.prefs.recommended.lookSensitivity`.
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+
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+ <a id="gemlookoptions-gamepadsensitivity"></a>
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+
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+ ## GemLookOptions.gamepadSensitivity
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+
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+ ```ts
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+ readonly gamepadSensitivity?: number
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+ ```
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+
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+ The player's own look speed for a gamepad stick, as a multiplier. Wins
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+ over `gem.prefs.recommended.gamepadLookSensitivity`.
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+
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+ <a id="gemlookoptions-inverty"></a>
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+
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+ ## GemLookOptions.invertY
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+
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+ ```ts
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+ readonly invertY?: boolean
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+ ```
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+
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+ The player's own inverted up/down look. Wins over
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+ `gem.prefs.recommended.invertLookY`.
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+
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+ <a id="gemlookdelta"></a>
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+
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+ ## GemLookDelta
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+
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+ ```ts
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+ interface GemLookDelta
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+ ```
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+
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+ A turn to apply to your camera, in radians to ADD: `yaw` positive turns
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+ right (clockwise seen from above), `pitch` positive looks up.
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+
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+ <a id="gemlookdelta-yaw"></a>
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+
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+ ## GemLookDelta.yaw
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+
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+ ```ts
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+ readonly yaw: number
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+ ```
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+
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+ Radians to add to the camera's yaw; positive turns right.
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+
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+ <a id="gemlookdelta-pitch"></a>
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+
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+ ## GemLookDelta.pitch
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+
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+ ```ts
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+ readonly pitch: number
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+ ```
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+
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+ Radians to add to the camera's pitch; positive looks up.
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+
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+ <a id="gemlook"></a>
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+
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+ ## GemLook
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+
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+ ```ts
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+ interface GemLook
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+ ```
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+
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+ The look helper `gem.controls.look()` returns. Pure math: it listens to
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+ nothing and moves no camera — feed it the deltas your input code already
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+ has and add what it returns to your camera's yaw and pitch, then clamp the
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+ pitch as you always do.
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+
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+ <a id="gemlook-frompointer"></a>
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+
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+ ## GemLook.fromPointer
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+
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+ ```ts
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+ fromPointer(dx: number, dy: number, pointerType: string, pitch?: number): GemLookDelta
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+ ```
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+
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+ A pointer move — a touch drag, a mouse move (under pointer lock,
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+ `movementX` / `movementY`) or a pen — turned into a look turn.
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+
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+ | Parameter | Type | Description |
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+ | --- | --- | --- |
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+ | `dx` | `number` | The move across, in CSS px, right positive. |
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+ | `dy` | `number` | The move down the screen, in CSS px, DOWN positive (as
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+ `PointerEvent` reports it). Dragging up looks up. |
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+ | `pointerType` | `string` | The event's `pointerType`: `'touch'` and `'pen'` take
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+ the touch speeds, anything else the mouse speeds. |
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+ | `pitch` | `number` | The camera's current pitch in radians (0 = the horizon,
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+ positive = looking up), for the touch slowdown near straight up or
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+ down. Leave it out to skip the slowdown. |
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+
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+ <a id="gemlook-fromstick"></a>
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+
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+ ## GemLook.fromStick
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+
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+ ```ts
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+ fromStick(x: number, y: number, dt: number): GemLookDelta
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+ ```
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+
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+ A right stick turned into a look turn over one frame.
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+
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+ | Parameter | Type | Description |
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+ | --- | --- | --- |
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+ | `x` | `number` | The stick's horizontal axis as the Gamepad API reports it,
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+ −1..1, right positive. |
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+ | `y` | `number` | The stick's vertical axis as the Gamepad API reports it, −1..1,
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+ DOWN positive. Pushing up looks up. |
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+ | `dt` | `number` | The frame's duration in seconds. |
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+
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+ <a id="gemlook-set"></a>
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+
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+ ## GemLook.set
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+
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+ ```ts
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+ set(options: GemLookOptions): void
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+ ```
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+
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+ Change your game's overrides — call it when the player changes a setting
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+ in your settings screen. Each key you pass replaces that override; a key
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+ passed as `undefined` removes it, so that input follows the Arcade again;
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+ a key you leave out is unchanged.
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+
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+ | Parameter | Type |
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+ | --- | --- |
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+ | `options` | `GemLookOptions` |
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+
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+ **Throws.** TypeError when a sensitivity is not a finite number above 0, or
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+ `invertY` is not a boolean.
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+
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+ <a id="controlsapi"></a>
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+
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+ ## ControlsApi
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+
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+ ```ts
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+ interface ControlsApi
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+ ```
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+
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+ `gem.controls` — the player's camera and controls settings: tell the Arcade
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+ which ones your game leaves to the player, and turn look input into a camera
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+ turn at the player's sensitivity.
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+
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+ **Guides.** [what-a-game-must-do](../what-a-game-must-do.md)
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+
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+ <a id="controlsapi-declare"></a>
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+
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+ ## ControlsApi.declare
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+
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+ ```ts
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+ declare(uses: GemControlsDeclaration): boolean
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+ ```
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+
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+ Tell the Arcade which of the player's camera and controls settings your
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+ game uses, and for each one who decides it: `'player'` — you apply the
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+ Arcade's value from `gem.prefs.recommended` (or the player's own choice
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+ in your settings, which wins) — or `'game'` — you decide it yourself, and
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+ the Arcade's Settings shows that row as "Set by this game". Leave out a
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+ setting your game does not use.
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+
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+ ```js
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+ gem.controls.declare({
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+ lookSensitivity: 'player',
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+ gamepadLookSensitivity: 'player',
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+ invertLookY: 'player',
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+ touchMovement: 'game', // this game always uses a fixed stick
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+ });
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+ ```
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+
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+ **It is screen state, not a toggle.** Each call is the whole answer and
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+ replaces the last. The SDK holds it and sends it again after every
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+ reconnect, so call it once at boot, and again only when the answer
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+ changes. Any other key or value is dropped.
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+
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+ | Parameter | Type |
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+ | --- | --- |
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+ | `uses` | `GemControlsDeclaration` |
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+
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+ **Returns.** `true` when the Arcade was told now; `false` before the bridge is
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+ up (the declaration is held and sent when it connects), outside the
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+ Arcade, and under an embedder that does not show these settings. Never
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+ throws.
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+
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+ <a id="controlsapi-look"></a>
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+
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+ ## ControlsApi.look
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+
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+ ```ts
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+ look(options?: GemLookOptions): GemLook
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+ ```
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+
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+ Make a look helper: Roblox's camera-input math at the player's look
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+ sensitivity and invert. Make one and keep it.
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+
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+ ```js
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+ const look = gem.controls.look();
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+ // A mouse under pointer lock; for touch, pass the change in clientX/clientY.
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+ canvas.addEventListener('pointermove', (e) => {
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+ if (document.pointerLockElement !== canvas) return;
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+ const t = look.fromPointer(e.movementX, e.movementY, e.pointerType, camera.pitch);
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+ camera.yaw += t.yaw;
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+ camera.pitch = clamp(camera.pitch + t.pitch, -1.4, 1.4);
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+ });
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+ ```
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+
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+ The sensitivity and invert are read **live** on every call: the Arcade's
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+ `gem.prefs.recommended` values, unless `options` (or a later
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+ [GemLook.set](#gemlook-set)) gives your game's own, which win.
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+
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+ | Parameter | Type |
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+ | --- | --- |
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+ | `options` | `GemLookOptions` |
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+
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+ **Throws.** TypeError when an option is malformed, as [GemLook.set](#gemlook-set).
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+
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+ <a id="controlsapi-look_base"></a>
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+
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+ ## ControlsApi.LOOK_BASE
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+
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+ ```ts
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+ readonly LOOK_BASE: GemLookBase
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+ ```
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+
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+ The base speeds `look` applies at 1×, in radians. Frozen.
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+
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+ <a id="gemcontrolchoice"></a>
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+
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+ ## GemControlChoice
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+
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+ ```ts
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+ type GemControlChoice = "player" | "game"
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+ ```
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+
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+ Who decides one camera or controls setting: `'player'` — your game applies
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+ the Arcade's value, or the player's own in-game choice, which wins — or
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+ `'game'` — your game decides it itself, and the Arcade's Settings shows the
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+ row as "Set by this game".
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+
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+ <a id="gemcontrolsdeclaration"></a>
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+
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+ ## GemControlsDeclaration
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+
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+ ```ts
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+ interface GemControlsDeclaration
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+ ```
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+
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+ What `gem.controls.declare` takes: for each of the player's camera and
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+ controls settings your game uses, who decides it. Leave a setting out when
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+ your game does not use it at all — the Arcade then says "This game doesn't
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+ use this" beside that row.
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+
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+ <a id="gemcontrolsdeclaration-looksensitivity"></a>
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+
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+ ## GemControlsDeclaration.lookSensitivity
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+
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+ ```ts
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+ readonly lookSensitivity?: GemControlChoice
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+ ```
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+
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+ Look speed for touch, mouse and pen — `gem.prefs.recommended.lookSensitivity`.
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+
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+ <a id="gemcontrolsdeclaration-gamepadlooksensitivity"></a>
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+
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+ ## GemControlsDeclaration.gamepadLookSensitivity
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+
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+ ```ts
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+ readonly gamepadLookSensitivity?: GemControlChoice
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+ ```
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+
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+ Look speed for a gamepad stick — `gem.prefs.recommended.gamepadLookSensitivity`.
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+
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+ <a id="gemcontrolsdeclaration-invertlooky"></a>
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+
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+ ## GemControlsDeclaration.invertLookY
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+
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+ ```ts
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+ readonly invertLookY?: GemControlChoice
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+ ```
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+
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+ Inverted up/down look — `gem.prefs.recommended.invertLookY`.
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+
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+ <a id="gemcontrolsdeclaration-touchmovement"></a>
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+
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+ ## GemControlsDeclaration.touchMovement
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+
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+ ```ts
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+ readonly touchMovement?: GemControlChoice
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+ ```
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+
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+ The touch movement thumbstick, floating or fixed — `gem.prefs.recommended.touchMovement`.
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+
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  <a id="device_settings_max_bytes"></a>
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5005
 
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  ## DEVICE_SETTINGS_MAX_BYTES
@@ -5149,6 +5560,30 @@ wallet.
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  **Returns.** whether the message left the frame — `false` before the bridge is
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  up, for an arcade with no wallet, and past this frame's own limit.
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5562
 
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+ <a id="gemframe-declarecontrols"></a>
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+
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+ ## GemFrame.declareControls
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+
5567
+ ```ts
5568
+ declareControls(uses: GemControlsDeclaration): boolean
5569
+ ```
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+
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+ Tell the arcade which of the player's camera and controls settings your
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+ game leaves to the player and which it decides itself — the whole answer
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+ each time, the latest one winning.
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+
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+ Prefer `gem.controls.declare`, which holds the declaration across a
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+ reconnect. This one sends only while connected, and only to an arcade
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+ that shows these settings.
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+
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+ | Parameter | Type |
5580
+ | --- | --- |
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+ | `uses` | `GemControlsDeclaration` |
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+
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+ **Returns.** whether the message left the frame — `false` before the bridge is
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+ up, for an arcade that does not show these settings, and past this
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+ frame's own limit.
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+
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  <a id="gemframe-setmenu"></a>
5153
5588
 
5154
5589
  ## GemFrame.setMenu
@@ -7268,8 +7703,9 @@ readonly recommended: GemRecommendedSettings | null
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  ```
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7704
 
7270
7705
  The player's Arcade-wide defaults for this device — a volume, battery
7271
- saver, a keyboard layout, the gamepad's confirm button and vibration — or
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- `null` when the Arcade did not send them.
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+ saver, a keyboard layout, the gamepad's confirm button, vibration, and the
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+ camera and controls settings (look sensitivity, gamepad look sensitivity,
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+ invert look, touch movement) — or `null` when the Arcade did not send them.
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7709
 
7274
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  **Recommendations only; the player's own choice in your game wins.** Start
7275
7711
  a setting from here while the player has made no choice of their own for
@@ -7353,6 +7789,54 @@ readonly vibration: boolean
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7789
 
7354
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  Whether the player wants vibration and controller rumble.
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7791
 
7792
+ <a id="gemrecommendedsettings-looksensitivity"></a>
7793
+
7794
+ ## GemRecommendedSettings.lookSensitivity
7795
+
7796
+ ```ts
7797
+ readonly lookSensitivity: number
7798
+ ```
7799
+
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+ The player's look speed for touch, mouse and pen, as a percentage of the
7801
+ base speeds: `100` is 1×, from `20` (0.2×) to `400` (4×). `100` when the
7802
+ Arcade did not say. `gem.controls.look()` applies it for you.
7803
+
7804
+ <a id="gemrecommendedsettings-gamepadlooksensitivity"></a>
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+
7806
+ ## GemRecommendedSettings.gamepadLookSensitivity
7807
+
7808
+ ```ts
7809
+ readonly gamepadLookSensitivity: number
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+ ```
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+
7812
+ The player's look speed for a gamepad stick, as a percentage: `100` is 1×,
7813
+ from `20` to `400`. `100` when the Arcade did not say.
7814
+ `gem.controls.look()` applies it for you.
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+
7816
+ <a id="gemrecommendedsettings-invertlooky"></a>
7817
+
7818
+ ## GemRecommendedSettings.invertLookY
7819
+
7820
+ ```ts
7821
+ readonly invertLookY: boolean
7822
+ ```
7823
+
7824
+ Whether the player wants up/down look inverted: pushing up or dragging up
7825
+ looks down. Flips pitch only, never yaw. `false` when the Arcade did not
7826
+ say. `gem.controls.look()` applies it for you.
7827
+
7828
+ <a id="gemrecommendedsettings-touchmovement"></a>
7829
+
7830
+ ## GemRecommendedSettings.touchMovement
7831
+
7832
+ ```ts
7833
+ readonly touchMovement: "floating" | "fixed"
7834
+ ```
7835
+
7836
+ On a touch screen, the movement thumbstick the player wants: `'floating'`
7837
+ appears where the thumb lands, `'fixed'` stays in one place. `'floating'`
7838
+ when the Arcade did not say. Your game draws the stick.
7839
+
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7840
  <a id="gemcohort"></a>
7357
7841
 
7358
7842
  ## GemCohort
@@ -8223,6 +8707,32 @@ function onHit() {
8223
8707
 
8224
8708
  **Guides.** [vibration](../vibration.md)
8225
8709
 
8710
+ <a id="gem-controls"></a>
8711
+
8712
+ ## Gem.controls
8713
+
8714
+ ```ts
8715
+ readonly controls: ControlsApi
8716
+ ```
8717
+
8718
+ The player's camera and controls settings — look sensitivity, gamepad look
8719
+ sensitivity, invert look and touch movement, which arrive in
8720
+ `gem.prefs.recommended`. Two things to do with them:
8721
+
8722
+ ```js
8723
+ // 1. Tell the Arcade which ones your game leaves to the player.
8724
+ gem.controls.declare({ lookSensitivity: 'player', invertLookY: 'player' });
8725
+
8726
+ // 2. Turn look input into a camera turn at the player's sensitivity.
8727
+ const look = gem.controls.look();
8728
+ // dx, dy: the pointer's move in CSS px since the last event.
8729
+ const t = look.fromPointer(dx, dy, e.pointerType, camera.pitch);
8730
+ camera.yaw += t.yaw;
8731
+ camera.pitch += t.pitch;
8732
+ ```
8733
+
8734
+ See the guide's "Camera and look controls" section.
8735
+
8226
8736
  <a id="gem-analytics"></a>
8227
8737
 
8228
8738
  ## Gem.analytics
@@ -1,6 +1,6 @@
1
1
  # The server surface — API reference
2
2
 
3
- Generated from `@indiegems/gem-web-sdk/sdk` v10.2.0, the version of the package this file ships in. Every symbol below carries an explicit anchor, its `anchor` in `reference.json` beside this file.
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+ Generated from `@indiegems/gem-web-sdk/sdk` v10.3.0, the version of the package this file ships in. Every symbol below carries an explicit anchor, its `anchor` in `reference.json` beside this file.
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  `@indiegems/gem-web-sdk/sdk` is the one import a game writes, wherever its code runs. `@indiegems/gem-web-sdk/server` exports exactly the symbols on this page and nothing else, for a build that wants only this half.
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