Keyboard Adapter - Layout-Aware Input OFFICIAL SALE

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🌍 Your Shortcuts, On Every Keyboard 🌍


Unity's Input System binds keys by where they sit on a US keyboard. For movement that is exactly right: WASD lands on ZQSD for a French player. For shortcuts it is wrong: on AZERTY, M for the map ends up on the comma key, and on a German keyboard Z for zoom sits under the printed Y.


Keyboard Adapter detects the player's keyboard, offers them keys that match the letters printed on it, and lets you decide, binding by binding, what follows the position and what follows the letter. Your players on AZERTY, QWERTZ, Dvorak, Colemak or BÉPO press the key they read.


🔍 Reads The Keyboard, Not The Language 🔍

  • Keyboard Adapter looks at what the keyboard actually prints, never at the system language: Swiss French is QWERTZ, Canadian French is QWERTY, and each gets the right keys.
  • Six layout families: QWERTY, AZERTY, QWERTZ, Dvorak, Colemak and BÉPO.
  • It follows the player during play: switch the layout mid-game and the new keys are offered.
  • In WebGL builds it reads the layout straight from the browser.

🎯 Position Or Letter, Binding By Binding 🎯

  • Position for movement and grouped keys: WASD stays under the left hand on every keyboard.
  • Letter for mnemonic shortcuts: I stays I, M stays M, wherever the keyboard puts them.
  • The keys of every family are generated from that choice, and you can still hand-pick any of them.

🔔 The Player Decides 🔔


Nothing changes behind the player's back. When a new layout shows up, a ready-made popup asks: "AZERTY keyboard detected. Some shortcuts can follow the letters printed on your keyboard. Use keys adapted to it?"

  • An optional preview lists every change before it applies (Map: , → M).
  • No puts the default keys back, and Don't ask again keeps that choice for the whole layout family.
  • Keys the player rebound in your own options menu are never overwritten. Keyboard Adapter saves the keys it applied and the player's answers; your game's own rebinds stay yours.
  • Prefer your own UI? Answer the same events from UI Toolkit, uGUI or IMGUI; a uGUI and an IMGUI example are included.

🎨 The Profile Editor 🎨


One grid for your whole Input Actions asset: a row per keyboard binding, a column per layout family. Click a key to change it: press it on your own keyboard, click it on a drawn keyboard, or search by the character it prints. The drawn keyboards show the real layout in its real physical shape, with the QWERTY board docked beside it so you see where every key went. Every edit supports Undo.



🔤 Key Names That Read Right 🔤


The Input System names a dead key in the layout's own language: the French ^ key reads "Accent Circonflexe", the German one "Zirkumflex". Keyboard Adapter gives your prompts the character instead.



🎮 See It, Then Play It 🎮

  • Basic Example: the detected keyboard, the key each action uses, a rebind button per action, a keyboard simulator and a key test.
  • Custom Popup Example: the same question answered by a game's own popup, in uGUI and in IMGUI.
  • Playable Example: a small top-down game. Move, jump, open the chest, the inventory (I), the map (M), the quests (Q), zoom (Z), and switch your layout to watch the shortcuts follow.

📚 Documented Inside The Editor 📚


A Welcome window walks you through the first steps, Setup Scene puts Keyboard Adapter in your scene in one click, and the documentation window holds the full manual, searchable, with links that open the windows and scenes they name. A skill for AI coding assistants ships alongside, so yours learns the real API instead of inventing one.


📦 What You Get 📦

  • Layout detection for 6 families, with the ready-made suggestion popup
  • The Profile Editor and its key picker
  • 4 example scenes, a playable mini-game among them, plus an optional Managers Loader sample
  • Full C# source, with the unit tests included
  • In-editor documentation, the manual as Markdown, and a skill for AI coding assistants

Everything Keyboard Adapter asks of your project is in the Technical details.


🔧 Setup 🔧


Keyboard Adapter runs on Unity 6 with the Input System, on any render pipeline. Import this package, then click Install in the Welcome window that opens. The free AnkleBreaker packages install themselves through Unity's Package Manager, which needs Git installed on your computer to install them in one click.



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